Shader "NatureManufacture Shaders/Road/Standard_Metallic_Road_Transparent" { Properties { _AlphaNoiseTilling("Alpha Noise Tilling", Vector) = (0,0,0,0) _Color("Color", Color) = (1,1,1,1) _MainRoadBrightness("Main Road Brightness", Float) = 1 _MainTex("Main Road Albedo_T", 2D) = "white" {} _AlphaNoisePower("Alpha Noise Power", Range( 0 , 5)) = 0 _BumpMap("Main Road Normal", 2D) = "bump" {} _BumpScale("Main Road BumpScale", Range( 0 , 5)) = 0 _MetalicRAmbientOcclusionGHeightBEmissionA("Main Road Metallic (R) Ambient Occlusion (G) Height (B) Smoothness (A)", 2D) = "white" {} _MainRoadMetalicPower("Main Road Metalic Power", Range( 0 , 2)) = 0 _MainRoadAmbientOcclusionPower("Main Road Ambient Occlusion Power", Range( 0 , 1)) = 1 _MainRoadSmoothnessPower("Main Road Smoothness Power", Range( 0 , 2)) = 1 _MainRoadParallaxPower("Main Road Parallax Power", Range( -0.1 , 0.1)) = 0 _DetailMask("DetailMask (A)", 2D) = "white" {} _DetailAlbedoMap("DetailAlbedoMap", 2D) = "black" {} _DetailAlbedoPower("Main Road Detail Albedo Power", Range( 0 , 2)) = 0 _DetailNormalMap("DetailNormalMap", 2D) = "bump" {} _DetailNormalMapScale("Main Road DetailNormalMapScale", Range( 0 , 5)) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 [Header(Forward Rendering Options)] [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 [ToggleOff] _GlossyReflections("Reflections", Float) = 1.0 } SubShader { Tags{ "RenderType" = "Custom" "Queue" = "AlphaTest+0" "Offset"="-2, -2" "ForceNoShadowCasting"="True" } Cull Off ZTest LEqual Offset -3 , 0 CGPROGRAM #include "UnityStandardUtils.cginc" #pragma target 3.0 #pragma shader_feature _SPECULARHIGHLIGHTS_OFF #pragma shader_feature _GLOSSYREFLECTIONS_OFF #pragma multi_compile_fog #include "UnityPBSLighting.cginc" #pragma exclude_renderers gles #pragma surface surf Standard keepalpha decal:blend struct Input { half2 uv_texcoord; float3 viewDir; INTERNAL_DATA float4 vertexColor : COLOR; }; uniform half _BumpScale; uniform sampler2D _BumpMap; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float4 _MetalicRAmbientOcclusionGHeightBEmissionA_ST; uniform half _MainRoadParallaxPower; uniform half _DetailNormalMapScale; uniform sampler2D _DetailNormalMap; uniform sampler2D _DetailAlbedoMap; uniform float4 _DetailAlbedoMap_ST; uniform sampler2D _DetailMask; uniform float4 _DetailMask_ST; uniform half _MainRoadBrightness; uniform half4 _Color; uniform half _DetailAlbedoPower; uniform sampler2D _MetalicRAmbientOcclusionGHeightBEmissionA; uniform half _MainRoadMetalicPower; uniform half _MainRoadSmoothnessPower; uniform half _MainRoadAmbientOcclusionPower; uniform half2 _AlphaNoiseTilling; uniform half _AlphaNoisePower; float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } void surf( Input i , inout SurfaceOutputStandard o ) { float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; float2 uv_MetalicRAmbientOcclusionGHeightBEmissionA = i.uv_texcoord * _MetalicRAmbientOcclusionGHeightBEmissionA_ST.xy + _MetalicRAmbientOcclusionGHeightBEmissionA_ST.zw; float2 Offset710 = ( ( tex2D( _MetalicRAmbientOcclusionGHeightBEmissionA, uv_MetalicRAmbientOcclusionGHeightBEmissionA ).b - 1 ) * i.viewDir.xy * _MainRoadParallaxPower ) + uv_MainTex; float2 Offset728 = ( ( tex2D( _MetalicRAmbientOcclusionGHeightBEmissionA, Offset710 ).b - 1 ) * i.viewDir.xy * _MainRoadParallaxPower ) + Offset710; float2 Offset754 = ( ( tex2D( _MetalicRAmbientOcclusionGHeightBEmissionA, Offset728 ).b - 1 ) * i.viewDir.xy * _MainRoadParallaxPower ) + Offset728; float2 Offset778 = ( ( tex2D( _MetalicRAmbientOcclusionGHeightBEmissionA, Offset754 ).b - 1 ) * i.viewDir.xy * _MainRoadParallaxPower ) + Offset754; half3 tex2DNode4 = UnpackScaleNormal( tex2D( _BumpMap, Offset778 ), _BumpScale ); float2 uv_DetailAlbedoMap = i.uv_texcoord * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw; half4 tex2DNode481 = tex2D( _DetailMask, uv_DetailMask ); float3 lerpResult479 = lerp( tex2DNode4 , BlendNormals( tex2DNode4 , UnpackScaleNormal( tex2D( _DetailNormalMap, uv_DetailAlbedoMap ), _DetailNormalMapScale ) ) , tex2DNode481.a); o.Normal = lerpResult479; half4 tex2DNode1 = tex2D( _MainTex, Offset778 ); float4 temp_output_77_0 = ( ( _MainRoadBrightness * tex2DNode1 ) * _Color ); half4 blendOpSrc474 = temp_output_77_0; half4 blendOpDest474 = ( _DetailAlbedoPower * tex2D( _DetailAlbedoMap, uv_DetailAlbedoMap ) ); float4 lerpResult480 = lerp( temp_output_77_0 , (( blendOpDest474 > 0.5 ) ? ( 1.0 - ( 1.0 - 2.0 * ( blendOpDest474 - 0.5 ) ) * ( 1.0 - blendOpSrc474 ) ) : ( 2.0 * blendOpDest474 * blendOpSrc474 ) ) , ( _DetailAlbedoPower * tex2DNode481.a )); o.Albedo = lerpResult480.rgb; half4 tex2DNode2 = tex2D( _MetalicRAmbientOcclusionGHeightBEmissionA, Offset778 ); o.Metallic = ( tex2DNode2.r * _MainRoadMetalicPower ); o.Smoothness = ( tex2DNode2.a * _MainRoadSmoothnessPower ); float clampResult96 = clamp( tex2DNode2.g , ( 1.0 - _MainRoadAmbientOcclusionPower ) , 1.0 ); o.Occlusion = clampResult96; float2 uv_TexCoord793 = i.uv_texcoord * _AlphaNoiseTilling; float simplePerlin2D779 = snoise( uv_TexCoord793 ); float temp_output_629_0 = ( tex2DNode1.a * _Color.a ); float clampResult788 = clamp( ( ( ( simplePerlin2D779 * _AlphaNoisePower ) * temp_output_629_0 ) + temp_output_629_0 ) , 0.0 , 1.0 ); o.Alpha = ( clampResult788 * i.vertexColor.a ); } ENDCG } Fallback "Diffuse" }