113 lines
4.6 KiB
Plaintext
113 lines
4.6 KiB
Plaintext
|
Shader "MoreMountains/MMStandardEmission"
|
||
|
{
|
||
|
Properties
|
||
|
{
|
||
|
_Color("Color", Color) = (1,1,1,1)
|
||
|
_MainTex("MainTex", 2D) = "white" {}
|
||
|
_MetallicGlossMap("MetallicGlossMap", 2D) = "gray" {}
|
||
|
_Metallic("Metallic", Range( 0 , 1)) = 1
|
||
|
_Glossiness("Glossiness", Range( 0 , 1)) = 0.5
|
||
|
_BumpMap("BumpMap", 2D) = "bump" {}
|
||
|
_BumpScale("BumpScale", Float) = 1
|
||
|
_OcclusionMap("OcclusionMap", 2D) = "white" {}
|
||
|
_OcclussionStrength("OcclussionStrength", Range( 0 , 1)) = 1
|
||
|
[Enum(Off,0,On,1)][Header(Depth Blend)]_ZWrite("ZWrite", Range( 0 , 1)) = 0
|
||
|
[Enum(UnityEngine.Rendering.CompareFunction)]_ZTest("ZTest", Range( 0 , 255)) = 167.5171
|
||
|
[Enum(UnityEngine.Rendering.BlendMode)][Header(Blend Modes)]_BlendSrc("BlendSrc", Range( 0 , 255)) = 1
|
||
|
[Enum(UnityEngine.Rendering.BlendMode)]_BlendDst("BlendDst", Range( 0 , 255)) = 10
|
||
|
[Enum(UnityEngine.Rendering.CullMode)][Header(Cull)]_CullMode("CullMode", Range( 0 , 255)) = 0
|
||
|
[Enum(UnityEngine.Rendering.ColorWriteMask)]_ColorMask("ColorMask", Range( 0 , 255)) = 255
|
||
|
[IntRange][Header(Stencil)]_Stencil("Stencil", Range( 0 , 255)) = 0
|
||
|
[IntRange]_StencilReadMask("StencilReadMask", Range( 0 , 255)) = 15
|
||
|
[IntRange]_StencilWriteMask("StencilWriteMask", Range( 0 , 255)) = 15
|
||
|
[Enum(UnityEngine.Rendering.CompareFunction)]_StencilComp("StencilComp", Range( 0 , 255)) = 0
|
||
|
[Enum(UnityEngine.Rendering.StencilOp)]_StencilOpPassFront("StencilOpPassFront", Range( 0 , 255)) = 0
|
||
|
[Enum(UnityEngine.Rendering.StencilOp)]_StencilOpFailFront("StencilOpFailFront", Range( 0 , 255)) = 0
|
||
|
[Enum(UnityEngine.Rendering.StencilOp)]_StencilOpZFailFront("StencilOpZFailFront", Range( 0 , 255)) = 0
|
||
|
_EmissionMap("EmissionMap", 2D) = "white" {}
|
||
|
_EmissionColor("EmissionColor", Color) = (0,0,0,0)
|
||
|
_EmissionIntensity("EmissionIntensity", Float) = 1
|
||
|
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||
|
[HideInInspector] __dirty( "", Int ) = 1
|
||
|
}
|
||
|
|
||
|
SubShader
|
||
|
{
|
||
|
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
|
||
|
Cull [_CullMode]
|
||
|
ZWrite [_ZWrite]
|
||
|
ZTest [_ZTest]
|
||
|
Stencil
|
||
|
{
|
||
|
Ref [_Stencil]
|
||
|
ReadMask [_StencilReadMask]
|
||
|
WriteMask [_StencilWriteMask]
|
||
|
Comp [_StencilComp]
|
||
|
Pass [_StencilOpPassFront]
|
||
|
Fail [_StencilOpFailFront]
|
||
|
ZFail [_StencilOpZFailFront]
|
||
|
}
|
||
|
CGPROGRAM
|
||
|
#include "UnityStandardUtils.cginc"
|
||
|
#pragma target 3.0
|
||
|
#pragma exclude_renderers vulkan xbox360 xboxone ps4 psp2 n3ds wiiu
|
||
|
#pragma surface surf Standard keepalpha addshadow fullforwardshadows
|
||
|
struct Input
|
||
|
{
|
||
|
float2 uv_texcoord;
|
||
|
};
|
||
|
|
||
|
uniform half _ZTest;
|
||
|
uniform half _StencilOpPassFront;
|
||
|
uniform half _StencilComp;
|
||
|
uniform float _StencilWriteMask;
|
||
|
uniform float _StencilReadMask;
|
||
|
uniform float _Stencil;
|
||
|
uniform half _BlendSrc;
|
||
|
uniform half _ZWrite;
|
||
|
uniform half _CullMode;
|
||
|
uniform half _BlendDst;
|
||
|
uniform half _StencilOpFailFront;
|
||
|
uniform half _ColorMask;
|
||
|
uniform half _StencilOpZFailFront;
|
||
|
uniform sampler2D _BumpMap;
|
||
|
uniform float4 _BumpMap_ST;
|
||
|
uniform float _BumpScale;
|
||
|
uniform sampler2D _MainTex;
|
||
|
uniform float4 _MainTex_ST;
|
||
|
uniform half4 _Color;
|
||
|
uniform sampler2D _EmissionMap;
|
||
|
uniform float4 _EmissionMap_ST;
|
||
|
uniform float4 _EmissionColor;
|
||
|
uniform float _EmissionIntensity;
|
||
|
uniform sampler2D _MetallicGlossMap;
|
||
|
uniform float4 _MetallicGlossMap_ST;
|
||
|
uniform half _Metallic;
|
||
|
uniform half _Glossiness;
|
||
|
uniform sampler2D _OcclusionMap;
|
||
|
uniform float4 _OcclusionMap_ST;
|
||
|
uniform half _OcclussionStrength;
|
||
|
|
||
|
void surf( Input i , inout SurfaceOutputStandard o )
|
||
|
{
|
||
|
float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw;
|
||
|
o.Normal = UnpackScaleNormal( tex2D( _BumpMap, uv_BumpMap ), _BumpScale );
|
||
|
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
|
||
|
o.Albedo = ( tex2D( _MainTex, uv_MainTex ) * _Color ).rgb;
|
||
|
float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
|
||
|
half3 Emission49 = ( (tex2D( _EmissionMap, uv_EmissionMap )).rgb * (_EmissionColor).rgb * _EmissionIntensity );
|
||
|
o.Emission = Emission49;
|
||
|
float2 uv_MetallicGlossMap = i.uv_texcoord * _MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw;
|
||
|
float4 tex2DNode20 = tex2D( _MetallicGlossMap, uv_MetallicGlossMap );
|
||
|
o.Metallic = ( tex2DNode20.r * _Metallic );
|
||
|
o.Smoothness = ( tex2DNode20.a * _Glossiness );
|
||
|
float2 uv_OcclusionMap = i.uv_texcoord * _OcclusionMap_ST.xy + _OcclusionMap_ST.zw;
|
||
|
float lerpResult13 = lerp( tex2D( _OcclusionMap, uv_OcclusionMap ).g , 1.0 , _OcclussionStrength);
|
||
|
o.Occlusion = lerpResult13;
|
||
|
o.Alpha = 1;
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
Fallback "Diffuse"
|
||
|
}
|