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-rw-r--r--Assets/ThirdParty/MaterializeFX/Shaders/Standart/MFX_Uber_Standard.shader396
1 files changed, 396 insertions, 0 deletions
diff --git a/Assets/ThirdParty/MaterializeFX/Shaders/Standart/MFX_Uber_Standard.shader b/Assets/ThirdParty/MaterializeFX/Shaders/Standart/MFX_Uber_Standard.shader
new file mode 100644
index 00000000..d0e35318
--- /dev/null
+++ b/Assets/ThirdParty/MaterializeFX/Shaders/Standart/MFX_Uber_Standard.shader
@@ -0,0 +1,396 @@
+// 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"
+}