87 lines
3.0 KiB
GLSL
87 lines
3.0 KiB
GLSL
Shader "Digicrafts/UV-Free/Standard/Standard" {
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Properties {
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_Color("Color", Color) = (1,1,1,1)
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_MainTex("Albedo", 2D) = "white" {}
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
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[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
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_MetallicGlossMap("Metallic", 2D) = "white" {}
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_BumpScale("Scale", Float) = 1.0
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_BumpMap("Normal Map", 2D) = "bump" {}
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// UV-Free Properties
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[Toggle(_UVFREE_WORLDSPACE)] _UVSpace ("_UVSpace", Float) = 0
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[KeywordEnum(Free,UV0,UV1)] _UVFREE_UV ("_UVFREE_UV", Float) = 0
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[Toggle(_UVFREE_VERTEX_COLOR)] _VertexColor ("_VertexColor", Float) = 0
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_VertexColorPower ("_VertexColorPower", Range(0,5)) = 1
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_Top ("_Top", Float) = 0
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_PowerTop ("_PowerTop", Range(0,1)) = 0.5
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_ColorTop ("_ColorTop", Color) = (1,1,1,1)
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_MainTexTop ("_MainTexTop", 2D) = "white" {}
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_Bottom ("_Bottom", Float) = 0
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_PowerBottom ("_PowerBottom", Range(0,1)) = 0.5
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_ColorBottom ("_ColorBottom", Color) = (1,1,1,1)
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_MainTexBottom ("_MainTexBottom", 2D) = "white" {}
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_GlossinessTop("Smoothness", Range(0.0, 1.0)) = 0.5
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[Gamma] _MetallicTop("Metallic", Range(0.0, 1.0)) = 0.0
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_MetallicGlossMapTop("Metallic", 2D) = "white" {}
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_BumpScaleTop("Scale", Float) = 1.0
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_BumpMapTop ("_BumpMapTop", 2D) = "bump" {}
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_GlossinessBottom("Smoothness", Range(0.0, 1.0)) = 0.5
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[Gamma] _MetallicBottom("Metallic", Range(0.0, 1.0)) = 0.0
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_MetallicGlossMapBottom("Metallic", 2D) = "white" {}
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_BumpScaleBottom("Scale", Float) = 1.0
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_BumpMapBottom ("_BumpMapBottom", 2D) = "bump" {}
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// _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
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// _OcclusionMap("Occlusion", 2D) = "white" {}
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// _OcclusionStrengthTop("Strength", Range(0.0, 1.0)) = 1.0
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// _OcclusionMapTop("Occlusion", 2D) = "white" {}
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// _OcclusionStrengthBottom("Strength", Range(0.0, 1.0)) = 1.0
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// _OcclusionMapBottom("Occlusion", 2D) = "white" {}
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// Blending state
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[HideInInspector] _Mode ("__mode", Float) = 0.0
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[HideInInspector] _SrcBlend ("__src", Float) = 1.0
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[HideInInspector] _DstBlend ("__dst", Float) = 0.0
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[HideInInspector] _ZWrite ("__zw", Float) = 1.0
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}
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SubShader {
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Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
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LOD 300
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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CGPROGRAM
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#pragma surface surf Standard vertex:vert
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#pragma target 3.0
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#pragma shader_feature _UVFREE_WORLDSPACE
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#pragma shader_feature _UVFREE_VERTEX_COLOR
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// Standard shader feature variants
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma shader_feature _METALLICGLOSSMAP_TOP
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#pragma shader_feature _METALLICGLOSSMAP_BOTTOM
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#include "Assets/Digicrafts/UVFree/Shaders/Core/UVFreeVertexColor.cginc"
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#include "Assets/Digicrafts/UVFree/Shaders/Core/UVFreeStandardNoOcc.cginc"
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#include "Assets/Digicrafts/UVFree/Shaders/Core/UVFreeMain.cginc"
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#include "Assets/Digicrafts/UVFree/Shaders/Core/UVFreeStandardMetallic.cginc"
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#include "Assets/Digicrafts/UVFree/Shaders/Core/UVFreeStandard.cginc"
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ENDCG
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}
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Fallback "Diffuse"
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CustomEditor "UVFreeStandardShaderGUI"
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} |