diff options
Diffstat (limited to 'Assets/MaterializeFX/Shaders/Standart/MFX_Uber_Standard.shader')
-rw-r--r-- | Assets/MaterializeFX/Shaders/Standart/MFX_Uber_Standard.shader | 396 |
1 files changed, 0 insertions, 396 deletions
diff --git a/Assets/MaterializeFX/Shaders/Standart/MFX_Uber_Standard.shader b/Assets/MaterializeFX/Shaders/Standart/MFX_Uber_Standard.shader deleted file mode 100644 index d0e35318..00000000 --- a/Assets/MaterializeFX/Shaders/Standart/MFX_Uber_Standard.shader +++ /dev/null @@ -1,396 +0,0 @@ -// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) - -Shader "QFX/MFX/Uber/Standart" -{ - Properties - { - _Color("Color", Color) = (1,1,1,1) - _MainTex("Albedo", 2D) = "white" {} - - _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 - - _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 - _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0 - [Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0 - - [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 - _MetallicGlossMap("Metallic", 2D) = "white" {} - - [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 - [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0 - - _BumpScale("Scale", Float) = 1.0 - _BumpMap("Normal Map", 2D) = "bump" {} - - _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02 - _ParallaxMap ("Height Map", 2D) = "black" {} - - _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 - _OcclusionMap("Occlusion", 2D) = "white" {} - - _EmissionColor("Color", Color) = (0,0,0) - _EmissionMap("Emission", 2D) = "white" {} - - _DetailMask("Detail Mask", 2D) = "white" {} - - _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} - _DetailNormalMapScale("Scale", Float) = 1.0 - _DetailNormalMap("Normal Map", 2D) = "bump" {} - - [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0 - - // Blending state - [HideInInspector] _Mode ("__mode", Float) = 0.0 - [HideInInspector] _SrcBlend ("__src", Float) = 1.0 - [HideInInspector] _DstBlend ("__dst", Float) = 0.0 - [HideInInspector] _ZWrite ("__zw", Float) = 1.0 - - //MFX - [HDR]_Color2("Color 2", Color) = (1,1,1,1) - _MainTex2("Albedo 2", 2D) = "white" {} - - _BumpMap2("Normal Map 2", 2D) = "bump" {} - - [HDR]_EmissionColor2("Color 2", Color) = (0,0,0) - _EmissionMap2("Emission 2", 2D) = "white" {} - _EmissionSize2("Emission 2 Size", Range(0.0, 1)) = 0 - - [HDR] _EdgeColor("Edge Color", Color) = (1,1,1,1) - _EdgeSize("Edge Size", Range(0.0, 1)) = 0.0 - _EdgeStrength("Edge Strength", Range( 0 , 1)) = 0.1 - - _EdgeRampMap1("Edge RampMap", 2D) = "white"{} - _EdgeRampMap1_Scroll("Edge RampMap Scroll", Vector) = (0,0,0,0) - - _DissolveMap1("Dissolve Map", 2D) = "white"{} - _DissolveMap1_Scroll("Dissolve Map Scroll", Vector) = (0,0,0,0) - - _DissolveSize("Dissolve Size", Range(0.0, 3.0)) = 1 - [HDR]_DissolveEdgeColor("Dissolve Edge Color", Color) = (0,0,0,0) - _DissolveEdgeSize("Dissolve Edge Size", Range( 0 , 1)) = 0.1 - - [KeywordEnum(None, Axis Local, Axis Global, Global)] _MaskType("Mask Type", Float) = 0 - [Enum(X,0,Y,1,Z,2)] _CutoffAxis("Axis", int) = 0 - _MaskOffset("Mask Offset", Float) = 0.5 - //if MaskType is Global - _MaskWorldPosition("Mask World Position", Vector) = (0,0,0,0) - } - - CGINCLUDE - #define UNITY_SETUP_BRDF_INPUT MetallicSetup - ENDCG - - SubShader - { - Tags { "RenderType"="TransparentCutout" "Queue" = "Geometry+0" "IsEmissive" = "true" "PerformanceChecks"="False" "DisableBatching"="True"} - LOD 300 - - // ------------------------------------------------------------------ - // Base forward pass (directional light, emission, lightmaps, ...) - Pass - { - Name "FORWARD" - Tags { "LightMode" = "ForwardBase" } - - Blend [_SrcBlend] [_DstBlend] - ZWrite [_ZWrite] - - CGPROGRAM - #pragma target 3.0 - - // ------------------------------------- - - //MFX - #pragma shader_feature _MASKTYPE_NONE _MASKTYPE_AXIS_LOCAL _MASKTYPE_AXIS_GLOBAL _MASKTYPE_GLOBAL - - #pragma shader_feature _NORMALMAP - #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON - #pragma shader_feature _EMISSION - #pragma shader_feature _METALLICGLOSSMAP - #pragma shader_feature ___ _DETAIL_MULX2 - #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A - #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF - #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF - #pragma shader_feature _PARALLAXMAP - - #pragma multi_compile_fwdbase - #pragma multi_compile_fog - #pragma multi_compile_instancing - // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes. - //#pragma multi_compile _ LOD_FADE_CROSSFADE - - #pragma vertex vertBase - #pragma fragment fragBase - #include "UnityStandardCoreForward.cginc" - - ENDCG - } - // ------------------------------------------------------------------ - // Additive forward pass (one light per pass) - Pass - { - Name "FORWARD_DELTA" - Tags { "LightMode" = "ForwardAdd" } - Blend [_SrcBlend] One - Fog { Color (0,0,0,0) } // in additive pass fog should be black - ZWrite Off - ZTest LEqual - - CGPROGRAM - #pragma target 3.0 - - // ------------------------------------- - - //MFX - #pragma shader_feature _MASKTYPE_NONE _MASKTYPE_AXIS_LOCAL _MASKTYPE_AXIS_GLOBAL _MASKTYPE_GLOBAL - - #pragma shader_feature _NORMALMAP - #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON - #pragma shader_feature _METALLICGLOSSMAP - #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A - #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF - #pragma shader_feature ___ _DETAIL_MULX2 - #pragma shader_feature _PARALLAXMAP - - #pragma multi_compile_fwdadd_fullshadows - #pragma multi_compile_fog - // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes. - //#pragma multi_compile _ LOD_FADE_CROSSFADE - - #pragma vertex vertAdd - #pragma fragment fragAdd - #include "UnityStandardCoreForward.cginc" - - ENDCG - } - // ------------------------------------------------------------------ - // Shadow rendering pass - Pass { - Name "ShadowCaster" - Tags { "LightMode" = "ShadowCaster" } - - ZWrite On ZTest LEqual - - CGPROGRAM - #pragma target 3.0 - - // ------------------------------------- - - //MFX - #pragma shader_feature _MASKTYPE_NONE _MASKTYPE_AXIS_LOCAL _MASKTYPE_AXIS_GLOBAL _MASKTYPE_GLOBAL - //#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON - #define _ALPHATEST_ON - - #pragma shader_feature _METALLICGLOSSMAP - #pragma shader_feature _PARALLAXMAP - #pragma multi_compile_shadowcaster - #pragma multi_compile_instancing - // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes. - //#pragma multi_compile _ LOD_FADE_CROSSFADE - - #pragma vertex vertShadowCaster - #pragma fragment fragShadowCaster - - #include "UnityStandardShadow.cginc" - - ENDCG - } - // ------------------------------------------------------------------ - // Deferred pass - Pass - { - Name "DEFERRED" - Tags { "LightMode" = "Deferred" } - - CGPROGRAM - #pragma target 3.0 - #pragma exclude_renderers nomrt - - - // ------------------------------------- - - //MFX - #pragma shader_feature _MASKTYPE_NONE _MASKTYPE_AXIS_LOCAL _MASKTYPE_AXIS_GLOBAL _MASKTYPE_GLOBAL - - #pragma shader_feature _NORMALMAP - #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON - #pragma shader_feature _EMISSION - #pragma shader_feature _METALLICGLOSSMAP - #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A - #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF - #pragma shader_feature ___ _DETAIL_MULX2 - #pragma shader_feature _PARALLAXMAP - - #pragma multi_compile_prepassfinal - #pragma multi_compile_instancing - // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes. - //#pragma multi_compile _ LOD_FADE_CROSSFADE - - #pragma vertex vertDeferred - #pragma fragment fragDeferred - - #include "UnityStandardCore.cginc" - - ENDCG - } - - // ------------------------------------------------------------------ - // Extracts information for lightmapping, GI (emission, albedo, ...) - // This pass it not used during regular rendering. - Pass - { - Name "META" - Tags { "LightMode"="Meta" } - - Cull Off - - CGPROGRAM - #pragma vertex vert_meta - #pragma fragment frag_meta - - #pragma shader_feature _EMISSION - #pragma shader_feature _METALLICGLOSSMAP - #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A - #pragma shader_feature ___ _DETAIL_MULX2 - #pragma shader_feature EDITOR_VISUALIZATION - - #include "UnityStandardMeta.cginc" - ENDCG - } - } - - SubShader - { - Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } - LOD 150 - - // ------------------------------------------------------------------ - // Base forward pass (directional light, emission, lightmaps, ...) - Pass - { - Name "FORWARD" - Tags { "LightMode" = "ForwardBase" } - - Blend [_SrcBlend] [_DstBlend] - ZWrite [_ZWrite] - - CGPROGRAM - #pragma target 3.0 - - //MFX - #pragma shader_feature _MASKTYPE_NONE _MASKTYPE_AXIS_LOCAL _MASKTYPE_AXIS_GLOBAL _MASKTYPE_GLOBAL - //#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON - #define _ALPHATEST_ON - - #pragma shader_feature _NORMALMAP - #pragma shader_feature _EMISSION - #pragma shader_feature _METALLICGLOSSMAP - #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A - #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF - #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF - // SM2.0: NOT SUPPORTED shader_feature ___ _DETAIL_MULX2 - // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP - - #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED - - #pragma multi_compile_fwdbase - #pragma multi_compile_fog - - #pragma vertex vertBase - #pragma fragment fragBase - #include "UnityStandardCoreForward.cginc" - - ENDCG - } - // ------------------------------------------------------------------ - // Additive forward pass (one light per pass) - Pass - { - Name "FORWARD_DELTA" - Tags { "LightMode" = "ForwardAdd" } - Blend [_SrcBlend] One - Fog { Color (0,0,0,0) } // in additive pass fog should be black - ZWrite Off - ZTest LEqual - - CGPROGRAM - #pragma target 3.0 - - //MFX - #pragma shader_feature _MASKTYPE_NONE _MASKTYPE_AXIS_LOCAL _MASKTYPE_AXIS_GLOBAL _MASKTYPE_GLOBAL - //#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON - #define _ALPHATEST_ON - - #pragma shader_feature _NORMALMAP - #pragma shader_feature _METALLICGLOSSMAP - #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A - #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF - #pragma shader_feature ___ _DETAIL_MULX2 - // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP - #pragma skip_variants SHADOWS_SOFT - - #pragma multi_compile_fwdadd_fullshadows - #pragma multi_compile_fog - - #pragma vertex vertAdd - #pragma fragment fragAdd - #include "UnityStandardCoreForward.cginc" - - ENDCG - } - // ------------------------------------------------------------------ - // Shadow rendering pass - Pass { - Name "ShadowCaster" - Tags { "LightMode" = "ShadowCaster" } - - ZWrite On ZTest LEqual - - CGPROGRAM - #pragma target 3.0 - - //MFX - #pragma shader_feature _MASKTYPE_NONE _MASKTYPE_AXIS_LOCAL _MASKTYPE_AXIS_GLOBAL _MASKTYPE_GLOBAL - //#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON - #define _ALPHATEST_ON - - #pragma shader_feature _METALLICGLOSSMAP - #pragma skip_variants SHADOWS_SOFT - #pragma multi_compile_shadowcaster - - #pragma vertex vertShadowCaster - #pragma fragment fragShadowCaster - - #include "UnityStandardShadow.cginc" - - ENDCG - } - - // ------------------------------------------------------------------ - // Extracts information for lightmapping, GI (emission, albedo, ...) - // This pass it not used during regular rendering. - Pass - { - Name "META" - Tags { "LightMode"="Meta" } - - Cull Off - - CGPROGRAM - #pragma vertex vert_meta - #pragma fragment frag_meta - - #pragma shader_feature _EMISSION - #pragma shader_feature _METALLICGLOSSMAP - #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A - #pragma shader_feature ___ _DETAIL_MULX2 - #pragma shader_feature EDITOR_VISUALIZATION - - #include "UnityStandardMeta.cginc" - ENDCG - } - } - - FallBack "VertexLit" - //CustomEditor "StandardShaderGUI" -} |