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@@ +fileFormatVersion: 2 +guid: 43f9c48a50a74f8c8e0fb21fac5e4ecf +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3D/RPGMonsterBundlePBR/CommonStuffs/Shader.meta b/Assets/3D/RPGMonsterBundlePBR/CommonStuffs/Shader.meta new file mode 100644 index 00000000..5e97adb0 --- /dev/null +++ b/Assets/3D/RPGMonsterBundlePBR/CommonStuffs/Shader.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7d34f24f5a8e4da98e902230c1892cd8 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3D/RPGMonsterBundlePBR/CommonStuffs/Shader/PBRMaskTint.shader b/Assets/3D/RPGMonsterBundlePBR/CommonStuffs/Shader/PBRMaskTint.shader new file mode 100644 index 00000000..65781b61 --- /dev/null +++ b/Assets/3D/RPGMonsterBundlePBR/CommonStuffs/Shader/PBRMaskTint.shader @@ -0,0 +1,234 @@ +// Made with Amplify Shader Editor v1.9.1.5 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "PBRMaskTint" +{ + Properties + { + _Albedo("Albedo", 2D) = "white" {} + _MetallicSmoothness("MetallicSmoothness", 2D) = "white" {} + _Emission("Emission", 2D) = "white" {} + _Mask01("Mask01", 2D) = "white" {} + _Mask02("Mask02", 2D) = "white" {} + _Mask03("Mask03", 2D) = "white" {} + _Color01("Color01", Color) = (0.7205882,0.08477508,0.08477508,0) + _Color02("Color02", Color) = (0.02649222,0.3602941,0.09785674,0) + _Color03("Color03", Color) = (0.07628676,0.2567445,0.6102941,0) + _Color04("Color04", Color) = (1,0.6729082,0,0) + _Color05("Color05", Color) = (0.3161438,0.08018869,1,0) + _Color06("Color06", Color) = (0.829558,0.2311321,1,0) + _Color07("Color07", Color) = (0.5660378,0.23073,0.03470988,0) + _Color08("Color08", Color) = (0.3584906,0.3584906,0.3584906,0) + _Color09("Color09", Color) = (0.9622642,0.6942402,0.521983,0) + [HDR]_EmissionPower("EmissionPower", Color) = (0,0,0,0) + _Color01Power("Color01Power", Range( 0 , 10)) = 1 + _Color02Power("Color02Power", Range( 0 , 16)) = 1 + _Color03Power("Color03Power", Range( 0 , 10)) = 1 + _Color04Power("Color04Power", Range( 0 , 10)) = 1 + _Color05Power("Color05Power", Range( 0 , 10)) = 1 + _Color06Power("Color06Power", Range( 0 , 10)) = 1 + _Color07Power("Color07Power", Range( 0 , 10)) = 1 + _Color08Power("Color08Power", Range( 0 , 10)) = 1 + _Color09Power("Color09Power", Range( 0 , 10)) = 1 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } + Cull Back + CGPROGRAM + #pragma target 3.0 + #pragma surface surf Standard keepalpha addshadow fullforwardshadows + struct Input + { + float2 uv_texcoord; + }; + + uniform sampler2D _Albedo; + uniform float4 _Albedo_ST; + uniform sampler2D _Mask01; + uniform float4 _Mask01_ST; + uniform float4 _Color01; + uniform float _Color01Power; + uniform float4 _Color02; + uniform float _Color02Power; + uniform float4 _Color03; + uniform float _Color03Power; + uniform sampler2D _Mask02; + uniform float4 _Mask02_ST; + uniform float4 _Color04; + uniform float _Color04Power; + uniform float4 _Color05; + uniform float _Color05Power; + uniform float4 _Color06; + uniform float _Color06Power; + uniform sampler2D _Mask03; + uniform float4 _Mask03_ST; + uniform float4 _Color07; + uniform float _Color07Power; + uniform float4 _Color08; + uniform float _Color08Power; + uniform float4 _Color09; + uniform float _Color09Power; + uniform sampler2D _Emission; + uniform float4 _Emission_ST; + uniform float4 _EmissionPower; + uniform sampler2D _MetallicSmoothness; + uniform float4 _MetallicSmoothness_ST; + + void surf( Input i , inout SurfaceOutputStandard o ) + { + float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw; + float4 tex2DNode16 = tex2D( _Albedo, uv_Albedo ); + float2 uv_Mask01 = i.uv_texcoord * _Mask01_ST.xy + _Mask01_ST.zw; + float4 tex2DNode13 = tex2D( _Mask01, uv_Mask01 ); + float4 temp_cast_0 = (tex2DNode13.r).xxxx; + float4 temp_cast_1 = (tex2DNode13.g).xxxx; + float4 temp_cast_2 = (tex2DNode13.b).xxxx; + float2 uv_Mask02 = i.uv_texcoord * _Mask02_ST.xy + _Mask02_ST.zw; + float4 tex2DNode41 = tex2D( _Mask02, uv_Mask02 ); + float4 temp_cast_3 = (tex2DNode41.r).xxxx; + float4 temp_cast_4 = (tex2DNode41.g).xxxx; + float4 temp_cast_5 = (tex2DNode41.b).xxxx; + float2 uv_Mask03 = i.uv_texcoord * _Mask03_ST.xy + _Mask03_ST.zw; + float4 tex2DNode58 = tex2D( _Mask03, uv_Mask03 ); + float4 temp_cast_6 = (tex2DNode58.r).xxxx; + float4 temp_cast_7 = (tex2DNode58.g).xxxx; + float4 temp_cast_8 = (tex2DNode58.b).xxxx; + float4 blendOpSrc22 = tex2DNode16; + float4 blendOpDest22 = ( ( min( temp_cast_0 , _Color01 ) * _Color01Power ) + ( min( temp_cast_1 , _Color02 ) * _Color02Power ) + ( min( temp_cast_2 , _Color03 ) * _Color03Power ) + ( min( temp_cast_3 , _Color04 ) * _Color04Power ) + ( min( temp_cast_4 , _Color05 ) * _Color05Power ) + ( min( temp_cast_5 , _Color06 ) * _Color06Power ) + ( min( temp_cast_6 , _Color07 ) * _Color07Power ) + ( min( temp_cast_7 , _Color08 ) * _Color08Power ) + ( min( temp_cast_8 , _Color09 ) * _Color09Power ) ); + float4 lerpResult4 = lerp( tex2DNode16 , ( saturate( ( blendOpSrc22 * blendOpDest22 ) )) , ( tex2DNode13.r + tex2DNode13.g + tex2DNode13.b + tex2DNode41.r + tex2DNode41.g + tex2DNode41.b + tex2DNode58.r + tex2DNode58.g + tex2DNode58.b )); + o.Albedo = lerpResult4.rgb; + float2 uv_Emission = i.uv_texcoord * _Emission_ST.xy + _Emission_ST.zw; + o.Emission = ( tex2D( _Emission, uv_Emission ) * _EmissionPower ).rgb; + float2 uv_MetallicSmoothness = i.uv_texcoord * _MetallicSmoothness_ST.xy + _MetallicSmoothness_ST.zw; + float4 tex2DNode67 = tex2D( _MetallicSmoothness, uv_MetallicSmoothness ); + o.Metallic = tex2DNode67.r; + o.Smoothness = tex2DNode67.a; + o.Alpha = 1; + } + + ENDCG + } + Fallback "Diffuse" + //CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN +Version=19105 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