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-rw-r--r--Assets/Tools/ActionTool/ActionTool_Ground_Shader.shader351
1 files changed, 351 insertions, 0 deletions
diff --git a/Assets/Tools/ActionTool/ActionTool_Ground_Shader.shader b/Assets/Tools/ActionTool/ActionTool_Ground_Shader.shader
new file mode 100644
index 00000000..2fe0c438
--- /dev/null
+++ b/Assets/Tools/ActionTool/ActionTool_Ground_Shader.shader
@@ -0,0 +1,351 @@
+// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
+
+Shader "ActionTool/ActionTool_Ground_Shader"
+{
+ 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
+ //_ZWrite("__zw", Float) = 1.0
+ }
+
+ CGINCLUDE
+#define UNITY_SETUP_BRDF_INPUT MetallicSetup
+ ENDCG
+
+ SubShader
+ {
+ Tags { "RenderType" = "Opaque" "PerformanceChecks" = "False" }
+ LOD 300
+
+
+ ZWrite On
+
+
+ // ------------------------------------------------------------------
+ // Base forward pass (directional light, emission, lightmaps, ...)
+ Pass
+ {
+ Name "FORWARD"
+ Tags { "LightMode" = "ForwardBase" }
+
+ Blend[_SrcBlend][_DstBlend]
+ ZWrite On
+
+ CGPROGRAM
+ #pragma target 3.0
+
+ // -------------------------------------
+
+ #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 On
+ ZTest LEqual
+
+ CGPROGRAM
+ #pragma target 3.0
+
+ // -------------------------------------
+
+
+ #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
+
+ // -------------------------------------
+
+
+ #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
+ #pragma shader_feature _METALLICGLOSSMAP
+ #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
+ #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
+
+
+ // -------------------------------------
+
+ #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 On
+
+ CGPROGRAM
+ #pragma target 2.0
+
+ #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 _ _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 On
+ ZTest LEqual
+
+ CGPROGRAM
+ #pragma target 2.0
+
+ #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
+ // 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 2.0
+
+ #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
+ #pragma shader_feature _METALLICGLOSSMAP
+ #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
+ #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"
+}