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Shader "UnityChan/Hair - Double-sided"
{
Properties
{
_Color ("Main Color", Color) = (1, 1, 1, 1)
_ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1)
_SpecularPower ("Specular Power", Float) = 20
_EdgeThickness ("Outline Thickness", Float) = 1
_DepthBias ("Outline Depth Bias", Float) = 0.00012
_MainTex ("Diffuse", 2D) = "white" {}
_FalloffSampler ("Falloff Control", 2D) = "white" {}
_RimLightSampler ("RimLight Control", 2D) = "white" {}
_SpecularReflectionSampler ("Specular / Reflection Mask", 2D) = "white" {}
_EnvMapSampler ("Environment Map", 2D) = "" {}
_NormalMapSampler ("Normal Map", 2D) = "" {}
}
SubShader
{
Tags
{
"RenderType"="Opaque"
"Queue"="Geometry"
"LightMode"="ForwardBase"
}
Pass
{
Cull Off
ZTest LEqual
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#define ENABLE_NORMAL_MAP
#include "CharaMain.cginc"
ENDCG
}
Pass
{
Cull Front
ZTest Less
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CharaOutline.cginc"
ENDCG
}
}
FallBack "Transparent/Cutout/Diffuse"
}
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