Files
YachtDice/Assets/Plugins/AllIn13DShader/Shaders/Generic Shaders/AllIn13DShader.shader
T
2026-02-23 22:01:07 +07:00

746 lines
40 KiB
GLSL

Shader "AllIn13DShader/AllIn13DShader"
{
Properties
{
/*<COMMON_PROPERTIES_START>*/
_RenderPreset("Render Preset", Float) = 1
[AdvancedProperty]_AdvancedConfigurationEnabled("Show Advanced Configuration", Float) = 0
[Enum(UnityEngine.Rendering.BlendMode)]_BlendSrc ("Blend mode Source", Float) = 1
[Enum(UnityEngine.Rendering.BlendMode)]_BlendDst ("Blend mode Destination", Float) = 0
[AdvancedProperty][Enum(UnityEngine.Rendering.CullMode)]_CullingMode("Culling Mode", Float) = 2
[AdvancedProperty][Enum(Off, 0, On, 1)]_ZWrite("Depth Write", float) = 1.0
[AdvancedProperty][Enum(UnityEngine.Rendering.CompareFunction)]_ZTestMode("Z Test Mode", float) = 4
[AdvancedProperty][Enum(UnityEngine.Rendering.ColorWriteMask)]_ColorMask("Color Write Mask", float) = 15
[AdvancedProperty][Toggle(_FOG_ON)] _FogOn("Fog On", Float) = 0
[AdvancedProperty][Toggle(_SPHERIZE_NORMALS_ON)]_SpherizeNormals("Spherize Normals", Float) = 0.0
[AdvancedProperty][Toggle(_USE_CUSTOM_TIME)] _UseCustomTime("Use Custom Time", Float) = 0
[SingleProperty]_MainTex ("Main Texture", 2D) = "white" {}
[SingleProperty]_Color("Color", Color) = (1, 1, 1, 1)
[SingleProperty]_GeneralAlpha("General Alpha", Range(0, 1)) = 1.0
//Color Ramp
[Effect(EffectID# COLOR_RAMP, GroupID# ColorEffects, CustomDrawer# COLOR_RAMP_EFFECT_DRAWER)][Toggle(_COLOR_RAMP_ON)]_ColorRampOn("Color Ramp", Float) = 0
[EffectProperty(ParentEffect# COLOR_RAMP, Keywords(_COLOR_RAMP_ON), AllowReset# False)][KeywordEnum(BeforeLighting, AfterLighting)]_ColorRampLightingStage("Stage", Float) = 0.0
[EffectProperty(COLOR_RAMP)][AllIn13DShaderGradientDrawer]_ColorRampTex("Color Ramp Tex", 2D) = "white" {}
[EffectProperty(COLOR_RAMP)]_ColorRampLuminosity("Color Ramp Luminosity", Range(0, 1)) = 0
[EffectProperty(COLOR_RAMP)]_ColorRampBlend("Color Ramp Blend", Range(0, 1)) = 1
[EffectProperty(COLOR_RAMP)]_ColorRampTiling("Tiling", Range(0.01, 10)) = 1.0
[EffectProperty(COLOR_RAMP)]_ColorRampScrollSpeed("Scroll Speed", Float) = 0.0
//Lighting
[Effect(EffectID# LIGHTMODEL, GroupID# Lighting, ExtraPasses# (FORWARD_ADD))][KeywordEnum(None, Classic, Toon, ToonRamp, HalfLambert, FakeGI, FastLighting)] _LightModel ("Light Model", Float) = 1
[EffectProperty(LIGHTMODEL, TOON)]_ToonCutoff("Toon Cutoff", Range(0, 1)) = 0.5
[EffectProperty(LIGHTMODEL, TOON)]_ToonSmoothness("Toon Smoothness", Range(0, 1)) = 0.5
[EffectProperty(LIGHTMODEL, TOONRAMP)][AllIn13DShaderGradientDrawer]_ToonRamp("Toon Ramp", 2D) = "white" {}
[EffectProperty(LIGHTMODEL, HALFLAMBERT)]_HalfLambertWrap("Half Lambert", Range(0, 1)) = 1
[EffectProperty(LIGHTMODEL, FAKEGI)]_HardnessFakeGI("Fake GI Hardness", Range(0, 1)) = 0.75
//Shading Model
[Effect(EffectID# SHADINGMODEL, GroupID# Lighting, DependentOn# LIGHTMODEL)][KeywordEnum(Basic, PBR)] _ShadingModel("Shading Model", Float) = 0
[EffectProperty(SHADINGMODEL, PBR)]_Metallic("Metallic", Range(0, 1)) = 0
[EffectProperty(SHADINGMODEL, PBR)]_Smoothness("Smoothness", Range(0, 1)) = 0.5
[EffectProperty(ParentEffect# SHADINGMODEL, Keywords(_SHADINGMODEL_PBR), AllowReset# True)][Toggle(_METALLIC_MAP_ON)]_MetallicMapOn("Use Metallic(R) / Smoothness(A) Map?", Float) = 0.0
[EffectProperty(ParentEffect# SHADINGMODEL, KeywordsOp# AND, Keywords(_SHADINGMODEL_PBR, _METALLIC_MAP_ON), AllowReset# True)]_MetallicMap("Metallic Map", 2D) = "white" {}
//Specular
[Effect(EffectID# SPECULARMODEL, GroupID# Lighting, DependentOn# LIGHTMODEL)][KeywordEnum(None, Classic, Toon, Anisotropic, AnisotropicToon)]_SpecularModel ("Specular Model", Float) = 0
[EffectProperty(SPECULARMODEL, CLASSIC, TOON, ANISOTROPIC, ANISOTROPICTOON)]_SpecularAtten("Specular Attenuation", Range(0, 1)) = 0.5
[EffectProperty(ParentEffect# SPECULARMODEL, IncompatibleWithKws(_SHADINGMODEL_PBR), Keywords(_SPECULARMODEL_CLASSIC, _SPECULARMODEL_TOON), AllowReset# True)]_Shininess("Shininess", Range(0.01, 25)) = 16.0
[EffectProperty(ParentEffect# SPECULARMODEL, IncompatibleWithKws(_SHADINGMODEL_PBR), Keywords(_SPECULARMODEL_ANISOTROPIC, _SPECULARMODEL_ANISOTROPICTOON), AllowReset# True)]_AnisoShininess("Aniso Shininess", Range(0, 1)) = 0.85
[EffectProperty(SPECULARMODEL, TOON, ANISOTROPICTOON)]_SpecularToonCutoff("Specular Toon Cutoff", Range(0, 1)) = 0.35
[EffectProperty(SPECULARMODEL, TOON, ANISOTROPICTOON)]_SpecularToonSmoothness("Specular Toon Smoothness", Range(0, 1)) = 0.0
[EffectProperty(SPECULARMODEL, CLASSIC, TOON, ANISOTROPIC, ANISOTROPICTOON)]_SpecularMap("Specular Map", 2D) = "white" {}
[EffectProperty(SPECULARMODEL, ANISOTROPIC, ANISOTROPICTOON)]_Anisotropy("Anisotropy", Range(-1, 1)) = 0.45
//Reflections
[Effect(EffectID# REFLECTIONS, GroupID# Lighting, DependentOn# LIGHTMODEL)][KeywordEnum(None, Classic, Toon)]_Reflections("Reflections", Float) = 0.0
[EffectProperty(REFLECTIONS, TOON)]_ToonFactor("Toon Factor", Range(0, 1)) = 0
[EffectProperty(REFLECTIONS, CLASSIC, TOON)]_ReflectionsAtten("Attenuation", Range(0, 1)) = 0.5
//Normal Map
[Effect(EffectID# NORMAL_MAP, GroupID# Lighting, DependentOn# LIGHTMODEL, CustomDrawer# NORMAL_MAP_EFFECT_DRAWER)][Toggle(_NORMAL_MAP_ON)]_NormalMapEnabled("Normal Map", Float) = 0
[NoScaleOffset][EffectProperty(NORMAL_MAP)]_NormalMap("Normal Map", 2D) = "bump" {}
[EffectProperty(NORMAL_MAP)]_NormalStrength("Normal Strength", Range(0.0, 10.0)) = 1.0
//Flat Normals
[Effect(EffectID# FLAT_NORMALS, GroupID# Lighting, DependentOn# LIGHTMODEL)][Toggle(_FLAT_NORMALS_ON)]_FlatNormalsEnabled("Flat Normals", Float) = 0
[EffectProperty(FLAT_NORMALS)]_FlatNormalsBlend("Blending", Range(0, 1)) = 1.0
//Custom Shadow Color
[Effect(EffectID# CUSTOM_SHADOW_COLOR, GroupID# Lighting)][Toggle(_CUSTOM_SHADOW_COLOR_ON)]_CustomShadowColorOn("Custom Shadow Color", Float) = 0
//Lightmaps
[Effect(EffectID# AFFECTED_BY_LIGHTMAPS, GroupID# Lighting)][Toggle(_AFFECTED_BY_LIGHTMAPS_ON)]_AffectedByLightmaps("Affected by lightmaps", Float) = 0
[EffectProperty(AFFECTED_BY_LIGHTMAPS)][Toggle(_LIGHTMAP_COLOR_CORRECTION_ON)]_LightmapColorCorrection("Lightmap Color Correction?", Float) = 0
[EffectProperty(ParentEffect# AFFECTED_BY_LIGHTMAPS, Keywords(_LIGHTMAP_COLOR_CORRECTION_ON), AllowReset# True)]_HueShiftLM("Hue Shift", Range(0, 360)) = 0
[EffectProperty(ParentEffect# AFFECTED_BY_LIGHTMAPS, Keywords(_LIGHTMAP_COLOR_CORRECTION_ON), AllowReset# True)]_HueSaturationLM("Hue Saturation", Range(0, 4)) = 1
[EffectProperty(ParentEffect# AFFECTED_BY_LIGHTMAPS, Keywords(_LIGHTMAP_COLOR_CORRECTION_ON), AllowReset# True)]_HueBrightnessLM("Hue Brightness", Range(0, 2)) = 1
[EffectProperty(ParentEffect# AFFECTED_BY_LIGHTMAPS, Keywords(_LIGHTMAP_COLOR_CORRECTION_ON), AllowReset# True)]_ContrastLM("Contrast", Range(0, 20)) = 1.0
[EffectProperty(ParentEffect# AFFECTED_BY_LIGHTMAPS, Keywords(_LIGHTMAP_COLOR_CORRECTION_ON), AllowReset# True)]_BrightnessLM("Brightness", Range(-2, 2)) = 0.0
//Affected By Ambient
[Effect(EffectID# CUSTOM_AMBIENT_LIGHT, GroupID# Lighting)][Toggle(_CUSTOM_AMBIENT_LIGHT_ON)]_CustomAmbientLightOn("Custom Ambient Light", Float) = 0.0
[EffectProperty(CUSTOM_AMBIENT_LIGHT)]_CustomAmbientColor("Custom Ambient Color", Color) = (0.65, 0.65, 0.65, 1.0)
//Cast Shadows Enabled
[Effect(EffectID# CAST_SHADOWS_ON, GroupID# Lighting, ExtraPasses# (SHADOW_CASTER))][Toggle(_CAST_SHADOWS_ON)]_CastShadowsOn("Cast Shadows", Float) = 1.0
//Receive Shadows
[Effect(EffectID# RECEIVE_SHADOWS, GroupID# Lighting, ExtraPasses# (SHADOW_CASTER))][Toggle(_RECEIVE_SHADOWS_ON)]_ReceiveShadows("Receive Shadows", Float) = 1.0
[EffectProperty(RECEIVE_SHADOWS)][KeywordEnum(Classic, Stylized)] _ReceivedShadowsType("Shadow Type", Float) = 0
[EffectProperty(ParentEffect# RECEIVE_SHADOWS, Keywords(_RECEIVEDSHADOWSTYPE_STYLIZED), AllowReset# True)] _ShadowCutoff("Cutoff", Range(0.001, 0.5)) = 0.2
//Scroll Texture
[Effect(EffectID# SCROLL_TEXTURE, GroupID# UVEffects)][Toggle(_SCROLL_TEXTURE_ON)]_ScrollTextureOn("Scroll Texture", Float) = 0
[EffectProperty(SCROLL_TEXTURE)]_ScrollTextureX("Scroll X", Float) = 1.0
[EffectProperty(SCROLL_TEXTURE)]_ScrollTextureY("Scroll Y", Float) = 1.0
//Screen Space UVs
[Effect(EffectID# SCREEN_SPACE_UV, GroupID# UVEffects, IncompatibleWith# TRIPLANAR_MAPPING)][Toggle(_SCREEN_SPACE_UV_ON)]_ScreenSpaceUVOn("Screen Space UV", Float) = 0.0
[EffectProperty(SCREEN_SPACE_UV)]_ScaleWithCameraDistance("Scale with camera distance", Range(0, 1)) = 0.0
//Pixelate
[Effect(EffectID# PIXELATE, GroupID# UVEffects)][Toggle(_PIXELATE_ON)]_Pixelate("Pixelate", Float) = 0
[EffectProperty(PIXELATE)]_PixelateSize("Pixelate Size", Range(4, 512)) = 32
//Stochastic Texture Sampling
[Effect(EffectID# STOCHASTIC_SAMPLING, GroupID# UVEffects)][Toggle(_STOCHASTIC_SAMPLING_ON)]_StochasticSampling("Stochastic Sampling", Float) = 0
[EffectProperty(STOCHASTIC_SAMPLING)]_StochasticScale("Grid Scale", Range(0, 10)) = 3.464
[EffectProperty(STOCHASTIC_SAMPLING)]_StochasticSkew("Grid Skew", Range(0, 3)) = 0.57735027
//Wave UV
[Effect(EffectID# WAVE_UV, GroupID# UVEffects)][Toggle(_WAVE_UV_ON)]_WaveUVOn("Wave UV On", Float) = 0
[EffectProperty(WAVE_UV)]_WaveAmount("Wave Amount", Range(0, 25)) = 7
[EffectProperty(WAVE_UV)]_WaveSpeed("Wave Speed", Range(0, 25)) = 10
[EffectProperty(WAVE_UV)]_WaveStrength("Wave Strength", Range(0, 25)) = 7.5
[EffectProperty(WAVE_UV)]_WaveX("Wave X Axis", Range(0, 1)) = 0
[EffectProperty(WAVE_UV)]_WaveY("Wave Y Axis", Range(0, 1)) = 0.5
//AO Map
[Effect(EffectID# AOMAP, GroupID# ColorEffects)][Toggle(_AOMAP_ON)]_AOMapEnabled("AO Map", Float) = 0
[EffectProperty(AOMAP)][NoScaleOffset]_AOMap("AO Map", 2D) = "white" {}
[EffectProperty(AOMAP)]_AOMapStrength("AO Strength", Range(0, 1)) = 1.0
[EffectProperty(AOMAP)]_AOContrast("AO Contrast", Range(0, 1)) = 1.0
[EffectProperty(AOMAP)]_AOColor("AO Color", Color) = (0, 0, 0, 0)
//Highlights
[Effect(EffectID# HIGHLIGHTS, GroupID# ColorEffects)][Toggle(_HIGHLIGHTS_ON)]_Highlights("Highlights", Float) = 0
[EffectProperty(HIGHLIGHTS)][HDR]_HighlightsColor("Highlights Color", Color) = (2, 2, 2, 1)
[EffectProperty(HIGHLIGHTS)]_HighlightsStrength("Highlights Strength", Range(0, 1)) = 1
[EffectProperty(HIGHLIGHTS)]_HighlightCutoff("Highlight Cutoff", Range(0, 1)) = 0.5
[EffectProperty(HIGHLIGHTS)]_HighlightSmoothness("Highlight Smoothness", Range(0, 1)) = 0.5
[EffectProperty(HIGHLIGHTS)][Vector3]_HighlightOffset("Highlight Offset", Vector) = (0, 0, 0, 0)
//Rim
[Effect(EffectID# RIM_LIGHTING, GroupID# ColorEffects)][Toggle(_RIM_LIGHTING_ON)]_RimLighting("Rim or Fresnel", Float) = 0
[EffectProperty(ParentEffect# RIM_LIGHTING, Keywords(_RIM_LIGHTING_ON), AllowReset# False)][KeywordEnum(BeforeLighting, BeforeLightingLast, AfterLighting)]_RimLightingStage("Stage", Float) = 0.0
[EffectProperty(RIM_LIGHTING)][HDR]_RimColor("Rim Color", Color) = (1, 1, 1, 1)
[EffectProperty(RIM_LIGHTING)]_RimAttenuation("Rim Attenuation", Range(0, 1)) = 1.0
[EffectProperty(RIM_LIGHTING)]_MinRim("Min Rim", Range(0, 1)) = 0
[EffectProperty(RIM_LIGHTING)]_MaxRim("Max Rim", Range(0, 1)) = 1.0
[EffectProperty(RIM_LIGHTING)][Vector3]_RimOffset("Rim Offset", Vector) = (0, 0, 0, 0)
//Greyscale
[Effect(EffectID# GREYSCALE, GroupID# ColorEffects)][Toggle(_GREYSCALE_ON)]_Greyscale("Greyscale", Float) = 0
[EffectProperty(GREYSCALE)][KeywordEnum(BeforeLighting, AfterLighting)] _GreyScaleStage("Stage", Float) = 0
[EffectProperty(GREYSCALE)] _GreyscaleLuminosity("Luminosity", Range(-1, 1)) = 0
[EffectProperty(GREYSCALE)] _GreyscaleTintColor("Greyscale Tint", Color) = (1.0, 1.0, 1.0, 1.0)
[EffectProperty(GREYSCALE)] _GreyscaleBlending("Blending", Range(0, 1)) = 1
//Posterize
[Effect(EffectID# POSTERIZE, GroupID# ColorEffects)][Toggle(_POSTERIZE_ON)]_Posterize("Posterize", Float) = 0
[EffectProperty(POSTERIZE)] _PosterizeNumColors("Number of Colors", Range(0,200)) = 8
[EffectProperty(POSTERIZE)] _PosterizeGamma("Posterize Gamma", Range(0.1,10)) = 0.75
//Hand Drawn
[Effect(EffectID# HAND_DRAWN, GroupID# UVEffects)][Toggle(_HAND_DRAWN_ON)]_HandDrawn("Hand Drawn", Float) = 0
[EffectProperty(HAND_DRAWN)]_HandDrawnAmount("Hand Drawn Amount", Range(0, 50)) = 10
[EffectProperty(HAND_DRAWN)]_HandDrawnSpeed("Hand Drawn Speed", Range(1, 15)) = 5
//Distortion
[Effect(EffectID# UV_DISTORTION, GroupID# UVEffects)][Toggle(_UV_DISTORTION_ON)]_UVDistortion("Distortion", Float) = 0
[EffectProperty(UV_DISTORTION)]_DistortTex("Distortion Texture", 2D) = "white" {}
[EffectProperty(UV_DISTORTION)]_DistortAmount("Distortion Amount", Range(0,4)) = 0.3
[EffectProperty(UV_DISTORTION)]_DistortTexXSpeed("Scroll speed X", Range(-10,10)) = 2
[EffectProperty(UV_DISTORTION)]_DistortTexYSpeed("Scroll speed Y", Range(-10,10)) = 2
//Vertex Shake
[Effect(EffectID# VERTEX_SHAKE, GroupID# MeshEffects)][Toggle(_VERTEX_SHAKE_ON)] _VertexShakeOn("Vertex Shake", Float) = 0
[EffectProperty(VERTEX_SHAKE)][Vector3] _ShakeSpeed("Speed", Vector) = (41, 49, 45, 0)
[EffectProperty(VERTEX_SHAKE)] _ShakeSpeedMult("Shake Mult", Float) = 1.0
[EffectProperty(VERTEX_SHAKE)][Vector3] _ShakeMaxDisplacement("Shake Max Displacement", Vector) = (0.1, 0.1, 0.1, 0)
[EffectProperty(VERTEX_SHAKE)] _ShakeBlend("Shake Blend", Range(0, 1)) = 1.0
//Vertex Inflate
[Effect(EffectID# VERTEX_INFLATE, GroupID# MeshEffects)][Toggle(_VERTEX_INFLATE_ON)] _VertexInflate("Vertex Inflate", Float) = 0
[EffectProperty(VERTEX_INFLATE)]_MinInflate("Min Inflate", Float) = 0.0
[EffectProperty(VERTEX_INFLATE)]_MaxInflate("Max Inflate", Float) = 0.2
[EffectProperty(VERTEX_INFLATE)]_InflateBlend("Inflate blend", Range(0, 1)) = 1.0
//Vertex Distortion
[Effect(EffectID# VERTEX_DISTORTION, GroupID# MeshEffects)][Toggle(_VERTEX_DISTORTION_ON)]_VertexDistortionOn("Vertex Distortion", Float) = 0
[EffectProperty(VERTEX_DISTORTION)]_VertexDistortionNoiseTex("Noise Tex", 2D) = "white" {}
[EffectProperty(VERTEX_DISTORTION)]_VertexDistortionAmount("Distortion Amount", Range(0, 2)) = 0
[EffectProperty(VERTEX_DISTORTION)]_VertexDistortionNoiseSpeedX("Scroll Speed X", Range(-10, 10)) = 4.0
[EffectProperty(VERTEX_DISTORTION)]_VertexDistortionNoiseSpeedY("Scroll Speed Y", Range(-10, 10)) = 4.0
//Voxelize
[Effect(EffectID# VOXELIZE, GroupID# MeshEffects)][Toggle(_VOXELIZE_ON)] _Voxelize("Voxelize", Float) = 0
[EffectProperty(VOXELIZE)]_VoxelSize("Voxel Size", Range(0.1, 500)) = 100
[EffectProperty(VOXELIZE)]_VoxelBlend("Blend Amount", Range(0, 1)) = 1
//Glitch
[Effect(EffectID# GLITCH, GroupID# MeshEffects)][Toggle(_GLITCH_ON)]_Glitch("Glitch", Float) = 0
[EffectProperty(GLITCH)]_GlitchTiling ("Glitch Tiling", Float) = 5
[EffectProperty(GLITCH)]_GlitchAmount ("Glitch Amount", Range(0, 1)) = 0.5
[EffectProperty(GLITCH)]_GlitchOffset ("Glitch Offset", Vector) = (-0.5, 0, 0, 0)
[EffectProperty(GLITCH)]_GlitchSpeed ("Glitch Speed", Float) = 2.5
[EffectProperty(GLITCH)][Toggle]_GlitchWorldSpace ("Use World Space", Float) = 1
//Recalculate Normals
[Effect(EffectID# RECALCULATE_NORMALS, GroupID# MeshEffects)][Toggle(_RECALCULATE_NORMALS_ON)]_RecalculateNormals("Recalculate Normals", Float) = 0
//Wind
[Effect(EffectID# WIND, GroupID# MeshEffects)][Toggle(_WIND_ON)]_WindOn("Wind", Float) = 0
[EffectProperty(WIND)]_WindAttenuation("Attenuation", Range(0, 1)) = 1.0
[EffectProperty(WIND)][Toggle(_USE_WIND_VERTICAL_MASK)]_UseVerticalMask("Use Vertical Mask?", Float) = 1.0
[EffectProperty(ParentEffect# WIND, Keywords(_USE_WIND_VERTICAL_MASK), AllowReset# True)]_WindVerticalMaskMinY("Min Y", Float) = -1.0
[EffectProperty(ParentEffect# WIND, Keywords(_USE_WIND_VERTICAL_MASK), AllowReset# True)]_WindVerticalMaskMaxY("Max Y", Float) = 1.0
//Hue Shift
[Effect(EffectID# HUE_SHIFT, GroupID# ColorEffects)][Toggle(_HUE_SHIFT_ON)] _HueShiftEnabled("Hue Shift", Float) = 0
[EffectProperty(HUE_SHIFT)]_HueShift("Hue Shift", Range(0, 360)) = 0
[EffectProperty(HUE_SHIFT)]_HueSaturation("Saturation", Range(0, 4)) = 1
[EffectProperty(HUE_SHIFT)]_HueBrightness("Brightness", Range(0, 2)) = 1
//Emission
[Effect(EffectID# EMISSION, GroupID# ColorEffects)][Toggle(_EMISSION_ON)] _EmissionEnabled("Emission", Float) = 0
[EffectProperty(EMISSION)]_EmissionSelfGlow("Emission Self Glow", Range(0, 20)) = 1
[EffectProperty(EMISSION)][HDR]_EmissionColor("Emission Color", Color) = (1, 1, 1, 1)
[EffectProperty(EMISSION)]_EmissionMap("Emission Map", 2D) = "white" {}
//Hologram
[Effect(EffectID# HOLOGRAM, GroupID# ColorEffects)][Toggle(_HOLOGRAM_ON)] _Hologram("Hologram", Float) = 0
[EffectProperty(HOLOGRAM)][HDR]_HologramColor("Hologram Color", Color) = (1.25,2.8,6.8,1)
[EffectProperty(HOLOGRAM)]_HologramLineDirection("Line Direction", Vector) = (0,1,0,0)
[EffectProperty(HOLOGRAM)]_HologramBaseAlpha("Hologram Base Alpha", Range(0, 1)) = 0.1
[EffectProperty(HOLOGRAM)]_HologramScrollSpeed("Hologram Scroll Speed", Float) = 2
[EffectProperty(HOLOGRAM)]_HologramFrequency("Hologram Frequency", Float) = 20
[EffectProperty(HOLOGRAM)]_HologramAlpha("Hologram Alpha", Range(0, 1)) = 1
[EffectProperty(HOLOGRAM)]_HologramAccentSpeed("Hologram Accent Speed", Float) = 1
[EffectProperty(HOLOGRAM)]_HologramAccentFrequency("Hologram Accent Frequency", Float) = 2
[EffectProperty(HOLOGRAM)]_HologramAccentAlpha("Hologram Accent Alpha", Range(0, 1)) = 0.5
[EffectProperty(HOLOGRAM)]_HologramLineCenter("Hologram Line Center", Range(0, 1)) = 0.5
[EffectProperty(HOLOGRAM)]_HologramLineSpacing("Hologram Line Spacing", Range(0.001, 5)) = 2.0
[EffectProperty(HOLOGRAM)]_HologramLineSmoothness("Hologram Line Smoothness", Range(0.01, 5)) = 2.0
//Matcap
[Effect(EffectID# MATCAP, GroupID# ColorEffects)][Toggle(_MATCAP_ON)]_Matcap("Matcap", Float) = 0
[EffectProperty(MATCAP)][KeywordEnum(Multiply, Replace)]_MatcapBlendMode("Blend Mode", Float) = 0
[EffectProperty(MATCAP)][NoScaleOffset]_MatcapTex("Matcap Tex", 2D) = "white" {}
[EffectProperty(MATCAP)]_MatcapIntensity("Matcap Intensity", Range(0, 10)) = 1.0
[EffectProperty(MATCAP)]_MatcapBlend("Matcap Blend", Range(0, 1)) = 1.0
//Hit
[Effect(EffectID# HIT, GroupID# ColorEffects)][Toggle(_HIT_ON)] _Hit("Hit", Float) = 0
[EffectProperty(HIT)]_HitColor("Hit Color", Color) = (1, 1, 1, 1)
[EffectProperty(HIT)]_HitGlow("Hit Glow", Range(0, 100)) = 5
[EffectProperty(HIT)]_HitBlend("Hit Blend", Range(0, 1)) = 1.0
//Contrast and Brightness
[Effect(EffectID# CONTRAST_BRIGHTNESS, GroupID# ColorEffects)][Toggle(_CONTRAST_BRIGHTNESS_ON)]_ContrastBrightnessOn("Contrast and Brightness", Float) = 0
[EffectProperty(CONTRAST_BRIGHTNESS)]_Contrast("Contrast", Range(0, 10)) = 1.0
[EffectProperty(CONTRAST_BRIGHTNESS)]_Brightness("Brightness", Range(-1, 1)) = 0.0
//Height Gradient
[Effect(EffectID# HEIGHT_GRADIENT, GroupID# ColorEffects)][Toggle(_HEIGHT_GRADIENT_ON)]_HeightGradientOn("Height Gradient", Float) = 0
[EffectProperty(HEIGHT_GRADIENT)][KeywordEnum(Local, World)]_HeightGradientPositionSpace("Position Space", Float) = 0
[EffectProperty(HEIGHT_GRADIENT)]_MinGradientHeight("Min Height", Float) = 0.0
[EffectProperty(HEIGHT_GRADIENT)]_MaxGradientHeight("Max Height", Float) = 0.75
[EffectProperty(HEIGHT_GRADIENT)][HDR]_GradientHeightColor01("Gradient Color 01", Color) = (0.2, 0.2, 0.2, 1)
[EffectProperty(HEIGHT_GRADIENT)][HDR]_GradientHeightColor02("Gradient Color 02", Color) = (1, 1, 1, 1)
//Intersection Glow
[Effect(EffectID# INTERSECTION_GLOW, GroupID# ColorEffects)][Toggle(_INTERSECTION_GLOW_ON)]_IntersectionGlowOn("Intersection Glow", Float) = 0
[EffectProperty(INTERSECTION_GLOW)]_DepthGlowDist("Depth Distance", Range(0.01, 10)) = 0.2
[EffectProperty(INTERSECTION_GLOW)]_DepthGlowPower("Depth Power", Float) = 25.0
[EffectProperty(INTERSECTION_GLOW)]_DepthGlowColor("Depth Glow Color", Color) = (1.0, 0.987, 0.6, 1.0)
[EffectProperty(INTERSECTION_GLOW)]_DepthGlowColorIntensity("Color Intensity", Float) = 25.0
[EffectProperty(INTERSECTION_GLOW)]_DepthGlowGlobalIntensity("Global Intensity", Float) = 2.0
//Albedo from Vertex Color
[Effect(EffectID# ALBEDO_VERTEX_COLOR, GroupID# ColorEffects)][Toggle(_ALBEDO_VERTEX_COLOR_ON)]_AlbedoVertexColorOn("Albedo From Vertex Color", Float) = 0
[EffectProperty(ALBEDO_VERTEX_COLOR)][KeywordEnum(Multiply, Replace)]_AlbedoVertexColorMode("Mode", Float) = 1
[EffectProperty(ALBEDO_VERTEX_COLOR)]_VertexColorBlending("Blending", Range(0, 1)) = 1.0
//Triplanar Mapping
[Effect(EffectID# TRIPLANAR_MAPPING, GroupID# ColorEffects, IncompatibleWith# SCREEN_SPACE_UV, CustomDrawer# TRIPLANAR_EFFECT_DRAWER)][Toggle(_TRIPLANAR_MAPPING_ON)]_TriplanarMappingOn("Triplanar Mapping", Float) = 0
[EffectProperty(TRIPLANAR_MAPPING)][KeywordEnum(Local, World)] _TriplanarNormalSpace("UV Space", Float) = 1.0
[EffectProperty(TRIPLANAR_MAPPING)]_TriplanarTopTex("Top Texture", 2D) = "white" {}
[NoScaleOffset][EffectProperty(TRIPLANAR_MAPPING)]_TriplanarTopNormalMap("Top Normal Map", 2D) = "bump" {}
[EffectProperty(TRIPLANAR_MAPPING)]_TopNormalStrength("Top Normal Map Strength", Range(0.0, 10.0)) = 1.0
[EffectProperty(TRIPLANAR_MAPPING)]_FaceDownCutoff("Face Down Cutoff", Range(-1, 1)) = 0.25
[EffectProperty(TRIPLANAR_MAPPING)]_TriplanarSharpness("Sharpness", Range(1, 200)) = 15.0
[EffectProperty(TRIPLANAR_MAPPING)][Toggle(_TRIPLANAR_NOISE_TRANSITION_ON)]_TriplanarNoiseTransitionOn("Noise Transition", Float) = 0
[EffectProperty(ParentEffect# TRIPLANAR_MAPPING, Keywords(_TRIPLANAR_NOISE_TRANSITION_ON), AllowReset# True)] _TriplanarNoiseTex("Noise Tex", 2D) = "white" {}
[EffectProperty(ParentEffect# TRIPLANAR_MAPPING, Keywords(_TRIPLANAR_NOISE_TRANSITION_ON), AllowReset# True)] _TriplanarTransitionPower("Transition Power", Range(0, 1.0)) = 0.75
//Texture Blending
[Effect(EffectID# TEXTURE_BLENDING, GroupID# ColorEffects, CustomDrawer# TEXTURE_BLENDING_EFFECT_DRAWER)][Toggle(_TEXTURE_BLENDING_ON)]_TextureBlending ("Texture Blending", Float) = 0
[EffectProperty(TEXTURE_BLENDING)][KeywordEnum(VertexColor, Texture)]_TextureBlendingSource("Source", Float) = 0
[EffectProperty(ParentEffect# TEXTURE_BLENDING, Keywords(_TEXTUREBLENDINGSOURCE_TEXTURE), AllowReset# True)]_TexBlendingMask("Texture Blending Mask", 2D) = "white" {}
[EffectProperty(ParentEffect# TEXTURE_BLENDING, Keywords(_TEXTUREBLENDINGSOURCE_TEXTURE, _TEXTUREBLENDINGSOURCE_VERTEXCOLOR), AllowReset# True)]_BlendingMaskCutoffG("Cutoff (G)", Range(0, 1)) = 0.1
[EffectProperty(ParentEffect# TEXTURE_BLENDING, Keywords(_TEXTUREBLENDINGSOURCE_TEXTURE, _TEXTUREBLENDINGSOURCE_VERTEXCOLOR), AllowReset# True)]_BlendingMaskSmoothnessG("Smoothness (G)", Range(0, 1)) = 0.4
[EffectProperty(ParentEffect# TEXTURE_BLENDING, Keywords(_TEXTUREBLENDINGSOURCE_TEXTURE, _TEXTUREBLENDINGSOURCE_VERTEXCOLOR), AllowReset# True)]_BlendingMaskCutoffB("Cutoff (B)", Range(0, 1)) = 0.1
[EffectProperty(ParentEffect# TEXTURE_BLENDING, Keywords(_TEXTUREBLENDINGSOURCE_TEXTURE, _TEXTUREBLENDINGSOURCE_VERTEXCOLOR), AllowReset# True)]_BlendingMaskSmoothnessB("Smoothness (B)", Range(0, 1)) = 0.4
[EffectProperty(ParentEffect# TEXTURE_BLENDING, Keywords(_TEXTUREBLENDINGSOURCE_TEXTURE, _TEXTUREBLENDINGSOURCE_VERTEXCOLOR), AllowReset# True)]_BlendingMaskCutoffWhite("Cutoff (White)", Range(0, 1)) = 0.15
[EffectProperty(ParentEffect# TEXTURE_BLENDING, Keywords(_TEXTUREBLENDINGSOURCE_TEXTURE, _TEXTUREBLENDINGSOURCE_VERTEXCOLOR), AllowReset# True)]_BlendingMaskSmoothnessWhite("Smoothness (White)", Range(0, 1)) = 0.4
[EffectProperty(TEXTURE_BLENDING)][KeywordEnum(RGB, BlackAndWhite)]_TextureBlendingMode("Blending Mode", Float) = 0
[EffectProperty(TEXTURE_BLENDING)]_BlendingTextureG("Blending Texture (G)", 2D) = "white" {}
[EffectProperty(TEXTURE_BLENDING)]_BlendingTextureB("Blending Texture (B)", 2D) = "white" {}
[EffectProperty(TEXTURE_BLENDING)]_BlendingTextureWhite("Blending Texture (White)", 2D) = "white" {}
[NoScaleOffset][EffectProperty(TEXTURE_BLENDING)]_BlendingNormalMapG("Blending Normal Map (G)", 2D) = "bump" {}
[NoScaleOffset][EffectProperty(TEXTURE_BLENDING)]_BlendingNormalMapB("Blending Normal Map (B)", 2D) = "bump" {}
[NoScaleOffset][EffectProperty(TEXTURE_BLENDING)]_BlendingNormalMapWhite("Blending Normal Map (White)", 2D) = "bump" {}
//Depth Coloring
[Effect(EffectID# DEPTH_COLORING, GroupID# ColorEffects)][Toggle(_DEPTH_COLORING_ON)]_DepthColoringOn("Depth Coloring", Float) = 0
//Sub surface scattering
[Effect(EffectID# SUBSURFACE_SCATTERING, GroupID# ColorEffects)][Toggle(_SUBSURFACE_SCATTERING_ON)]_SubsurfaceScattering("Fake Subsurface Scattering", Float) = 0.0
[EffectProperty(SUBSURFACE_SCATTERING)]_NormalInfluence("Normal Influence", Range(0, 2.5)) = 0.5
[EffectProperty(SUBSURFACE_SCATTERING)]_SSSPower("SSS Power", Range(0.01, 20)) = 1.0
[EffectProperty(SUBSURFACE_SCATTERING)]_SSSFrontPower("SSS Front Power", Range(0.2, 20)) = 3.0
[EffectProperty(SUBSURFACE_SCATTERING)]_SSSFrontAtten("SSS Front Atten", Range(0, 1)) = 0.3
[EffectProperty(SUBSURFACE_SCATTERING)]_SSSAtten("SSS General Atten", Range(0, 1)) = 1.0
[EffectProperty(SUBSURFACE_SCATTERING)][HDR]_SSSColor("SSS Color", Color) = (1.0, 1.0, 1.0, 1.0)
[EffectProperty(SUBSURFACE_SCATTERING)]_SSSMap("SSS Map", 2D) = "white" {}
//Alpha Cutoff
[Effect(EffectID# ALPHA_CUTOFF, GroupID# AlphaEffects)][Toggle(_ALPHA_CUTOFF_ON)]_AlphaCutoffOn("Alpha Cutoff", Float) = 1.0
[EffectProperty(ALPHA_CUTOFF)]_AlphaCutoffValue("Cutoff Value", Range(0, 1)) = 0.25
//Fade
[Effect(EffectID# FADE, GroupID# AlphaEffects)][Toggle(_FADE_ON)]_FadeOn("Fade", Float) = 0
[EffectProperty(FADE)]_FadeTex("Fade Tex", 2D) = "white" {}
[EffectProperty(FADE)][KeywordEnum(UV1, UV2, WORLD_SPACE)]_FadeUVSet("UV Set", Float) = 0
[EffectProperty(FADE)]_FadeAmount("Fade Amount", Range(0, 1)) = 0.0
[EffectProperty(FADE)]_FadePower("Fade Power", Range(0.25, 4.0)) = 1.0
[EffectProperty(FADE)]_FadeTransition("Fade Transition", Range(0, 0.4)) = 0.2
[EffectProperty(FADE)][Toggle(_FADE_BURN_ON)]_FadeBurnOn("Use Fade Burn Color?", Float) = 0.0
[EffectProperty(ParentEffect# FADE, Keywords(_FADE_BURN_ON), AllowReset# True)][HDR]_FadeBurnColor("Fade Burn Color", Color) = (1,1,0,1)
[EffectProperty(ParentEffect# FADE, Keywords(_FADE_BURN_ON), AllowReset# True)]_FadeBurnWidth("Fade Burn Width", Range(0, 0.2)) = 0.01
//Intersection Fade
[Effect(EffectID# INTERSECTION_FADE, GroupID# AlphaEffects)][Toggle(_INTERSECTION_FADE_ON)]_IntersectionFadeOn("Intersection Fade", Float) = 0.0
[EffectProperty(INTERSECTION_FADE)]_IntersectionFadeFactor("Intersection Fade Factor", Range(0.1, 3.0)) = 1.0
//Alpha Round
[Effect(EffectID# ALPHA_ROUND, GroupID# AlphaEffects)][Toggle(_ALPHA_ROUND_ON)]_AlphaRoundOn("Alpha Round", Float) = 0
//Fade By Cam Distance
[Effect(EffectID# FADE_BY_CAM_DISTANCE, GroupID# AlphaEffects)][Toggle(_FADE_BY_CAM_DISTANCE_ON)]_FadeByCamDistanceOn("Fade By Cam Distance", Float) = 0
[EffectProperty(FADE_BY_CAM_DISTANCE)][Toggle(_FADE_BY_CAM_DISTANCE_NEAR_FADE)]_NearFade("Near Fade", Float) = 0
[EffectProperty(FADE_BY_CAM_DISTANCE)]_MinDistanceToFade("Min Distance", Float) = 0
[EffectProperty(FADE_BY_CAM_DISTANCE)]_MaxDistanceToFade("Max Distance", Float) = 100
//Dither
[Effect(EffectID# DITHER, GroupID# AlphaEffects)][Toggle(_DITHER_ON)]_DitherOn("Dither", Float) = 0
[EffectProperty(DITHER)]_DitherScale("Scale", Range(0.01, 2)) = 1
//
[Effect(EffectID# OUTLINETYPE, GroupID# OtherEffects, ExtraPasses# (OUTLINE))][KeywordEnum(None, Simple, Constant, FadeWithDistance)]_OutlineType("Outline Type", Float) = 0
//
[PerRendererData]_TimingSeed("Timing Seed", Float) = 0
[EffectProperty(OUTLINETYPE, SIMPLE, CONSTANT, FADEWITHDISTANCE)][HDR]_OutlineColor("Outline Color", Color) = (0, 0, 0, 1)
[EffectProperty(OUTLINETYPE, CONSTANT)]_MaxCameraDistance("Max Camera Distance", Float) = 1000
[EffectProperty(OUTLINETYPE, FADEWITHDISTANCE)]_MaxFadeDistance("Max Fade Distance", Float) = 250
[EffectProperty(OUTLINETYPE, SIMPLE, CONSTANT, FADEWITHDISTANCE)]_OutlineThickness("Outline Thickness", Float) = 1
[EffectProperty(OUTLINETYPE, SIMPLE, CONSTANT, FADEWITHDISTANCE)][Enum(Basic, 8, Clean, 6)]_OutlineMode("Outline Mode", Float) = 8
[IntRange]_StencilRef("Stencil Reference Value", Range(1, 255)) = 1
/*<COMMON_PROPERTIES_END>*/
}
SubShader
{
PackageRequirements
{
"com.unity.render-pipelines.universal" : "12.0"
}
/*<BASE_PASS_URP_START>*/
Pass
{
Name "AllIn13D_MainPass_URP"
Tags
{
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
}
Blend [_BlendSrc] [_BlendDst]
Cull [_CullingMode]
ZWrite [_ZWrite]
ZTest [_ZTestMode]
ColorMask [_ColorMask]
/*<STENCIL_BLOCK>*/
HLSLPROGRAM
#define URP_PASS
#define ALLIN1_FORWARD_PASS
#pragma vertex BasicVertex
#pragma fragment BasicFragment
#if UNITY_VERSION >= 60000000
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#endif
#include "../ShaderLibrary/AllIn13DShader_FeaturesURP_Defines.hlsl"
#include_with_pragmas "../ShaderLibrary/AllIn13DShader_FeaturesURP.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#include_with_pragmas "../ShaderLibrary/AllIn13DShader_Features.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "../ShaderLibrary/AllIn13DShader_CommonStructs.hlsl"
#include "../ShaderLibrary/AllIn13DShader_CommonFunctions.hlsl"
#include "../ShaderLibrary/AllIn13DShaderHelper_URP.hlsl"
#include "../ShaderLibrary/AllIn13DShaderLight.hlsl"
#include "../ShaderLibrary/AllIn13DShader_UVEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShader_VertexEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShader_FragmentEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShader_AlphaEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShaderCore.hlsl"
#include "../ShaderLibrary/AllIn13DShader_BasePass.hlsl"
ENDHLSL
}
/*<BASE_PASS_URP_END>*/
/*<SHADOW_CASTER_PASS_URP_START>*/
Pass
{
Name "AllIn13D_ShadowCaster_URP"
Tags { "LightMode"="ShadowCaster" }
ZWrite On
ZTest LEqual
ColorMask 0
Cull [_CullingMode]
HLSLPROGRAM
#define URP_PASS
#define SHADOW_CASTER_PASS
#include "../ShaderLibrary/AllIn13DShader_FeaturesURP_Defines.hlsl"
#include_with_pragmas "../ShaderLibrary/AllIn13DShader_FeaturesURP.hlsl"
#pragma vertex BasicVertexShadowCaster
#pragma fragment BasicFragmentShadowCaster
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_with_pragmas "../ShaderLibrary/AllIn13DShader_Features.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#include "../ShaderLibrary/AllIn13DShader_CommonStructs.hlsl"
#include "../ShaderLibrary/AllIn13DShader_CommonFunctions.hlsl"
#include "../ShaderLibrary/AllIn13DShaderHelper_URP.hlsl"
#include "../ShaderLibrary/AllIn13DShaderLight.hlsl"
#include "../ShaderLibrary/AllIn13DShader_UVEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShader_VertexEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShader_FragmentEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShader_AlphaEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShaderCore.hlsl"
#include "../ShaderLibrary/AllIn13DShader_ShadowCasterPass.hlsl"
ENDHLSL
}
/*<SHADOW_CASTER_PASS_URP_END>*/
/*<DEPTH_ONLY_PASS_URP_START>*/
Pass
{
Name "DepthOnly"
Tags
{
"LightMode" = "DepthOnly"
}
// -------------------------------------
// Render State Commands
ZWrite On
ColorMask R
Cull[_CullingMode]
HLSLPROGRAM
#define ALLIN1_DEPTH_ONLY_PASS
// -------------------------------------
// Shader Stages
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
#define URP_PASS
#include "../ShaderLibrary/AllIn13DShader_FeaturesURP_Defines.hlsl"
#include_with_pragmas "../ShaderLibrary/AllIn13DShader_FeaturesURP.hlsl"
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_with_pragmas "../ShaderLibrary/AllIn13DShader_Features.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "../ShaderLibrary/AllIn13DShader_CommonStructs.hlsl"
#include "../ShaderLibrary/AllIn13DShader_CommonFunctions.hlsl"
#include "../ShaderLibrary/AllIn13DShaderHelper_URP.hlsl"
#include "../ShaderLibrary/AllIn13DShaderLight.hlsl"
#include "../ShaderLibrary/AllIn13DShader_UVEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShader_VertexEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShader_FragmentEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShader_AlphaEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShaderCore.hlsl"
#include "../ShaderLibrary/AllIn13DShader_URP_DepthOnlyPass.hlsl"
ENDHLSL
}
/*<DEPTH_ONLY_PASS_URP_END>*/
/*<DEPTH_NORMALS_PASS_URP_START>*/
Pass
{
Name "DepthNormals"
Tags
{
"LightMode" = "DepthNormals"
}
ZWrite On
Cull[_CullingMode]
HLSLPROGRAM
#define ALLIN1_DEPTH_NORMALS_PASS
// Shader Stages
#pragma vertex DepthNormalsVertex
#pragma fragment DepthNormalsFragment
#define URP_PASS
#if UNITY_VERSION >= 60000000
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#endif
#include "../ShaderLibrary/AllIn13DShader_FeaturesURP_Defines.hlsl"
#include_with_pragmas "../ShaderLibrary/AllIn13DShader_FeaturesURP.hlsl"
//Includes
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_with_pragmas "../ShaderLibrary/AllIn13DShader_Features.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "../ShaderLibrary/AllIn13DShader_CommonStructs.hlsl"
#include "../ShaderLibrary/AllIn13DShader_CommonFunctions.hlsl"
#include "../ShaderLibrary/AllIn13DShaderHelper_URP.hlsl"
#include "../ShaderLibrary/AllIn13DShaderLight.hlsl"
#include "../ShaderLibrary/AllIn13DShader_UVEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShader_VertexEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShader_FragmentEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShader_AlphaEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShaderCore.hlsl"
#include "../ShaderLibrary/AllIn13DShader_URP_DepthNormalsPass.hlsl"
ENDHLSL
}
/*<DEPTH_NORMALS_PASS_URP_END>*/
/*<META_PASS_URP_START>*/
Pass
{
Name "Meta"
Tags{ "LightMode" = "Meta" }
Cull Off
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#define URP_PASS
#pragma vertex AllIn1VertexMeta
#pragma fragment AllIn1FragmentMeta
#pragma shader_feature EDITOR_VISUALIZATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_with_pragmas "../ShaderLibrary/AllIn13DShader_Features.hlsl"
#include "../ShaderLibrary/AllIn13DShader_URP_MetaPass.hlsl"
ENDHLSL
}
/*<META_PASS_URP_END>*/
}
SubShader
{
/*<BASE_PASS_START>*/
Pass
{
Name "AllIn13D_Forward_BIRP"
Tags { "LightMode" = "ForwardBase" }
/*<STENCIL_BLOCK>*/
Blend [_BlendSrc] [_BlendDst]
Cull [_CullingMode]
ZWrite [_ZWrite]
ZTest [_ZTestMode]
ColorMask [_ColorMask]
HLSLPROGRAM
#pragma target 3.0
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define BIRP_PASS
#define BUILTIN_MAIN_PASS
#pragma vertex BasicVertex
#pragma fragment BasicFragment
#include "UnityCG.cginc"
#include_with_pragmas "../ShaderLibrary/AllIn13DShader_Features.hlsl"
#include "AutoLight.cginc"
#include "UnityLightingCommon.cginc"
#include "../ShaderLibrary/AllIn13DShader_CommonStructs.hlsl"
#include "../ShaderLibrary/AllIn13DShader_CommonFunctions.hlsl"
#include "../ShaderLibrary/AllIn13DShaderHelper_BIRP.hlsl"
#include "../ShaderLibrary/AllIn13DShaderLight.hlsl"
#include "../ShaderLibrary/AllIn13DShader_UVEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShader_VertexEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShader_FragmentEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShader_AlphaEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShaderCore.hlsl"
#include "../ShaderLibrary/AllIn13DShader_BasePass.hlsl"
ENDHLSL
}
/*<BASE_PASS_END>*/
/*<FORWARD_ADD_PASS_START>*/
Pass
{
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd"}
Blend One One
ZWrite Off
ZTest LEqual
Cull [_CullingMode]
HLSLPROGRAM
#pragma target 3.0
#define BIRP_PASS
#define FORWARD_ADD_PASS
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex BasicVertex
#pragma fragment BasicFragmentAdd
#include "UnityCG.cginc"
#include_with_pragmas "../ShaderLibrary/AllIn13DShader_Features.hlsl"
#include "AutoLight.cginc"
#include "UnityLightingCommon.cginc"
#include "../ShaderLibrary/AllIn13DShader_CommonStructs.hlsl"
#include "../ShaderLibrary/AllIn13DShader_CommonFunctions.hlsl"
#include "../ShaderLibrary/AllIn13DShaderHelper_BIRP.hlsl"
#include "../ShaderLibrary/AllIn13DShaderLight.hlsl"
#include "../ShaderLibrary/AllIn13DShader_UVEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShader_VertexEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShader_FragmentEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShader_AlphaEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShaderCore.hlsl"
#include "../ShaderLibrary/AllIn13DShaderLightAddPass.hlsl"
ENDHLSL
}
/*<FORWARD_ADD_PASS_END>*/
/*<SHADOW_CASTER_PASS_START>*/
Pass
{
Name "AllIn13D_ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
ZWrite On
ZTest LEqual
ColorMask 0
Cull[_CullingMode]
HLSLPROGRAM
#pragma target 3.0
#define BIRP_PASS
#define SHADOW_CASTER_PASS
#pragma vertex BasicVertexShadowCaster
#pragma fragment BasicFragmentShadowCaster
#pragma multi_compile_instancing
#pragma multi_compile_shadowcaster
#pragma multi_compile _ DOTS_INSTANCING_ON
#include "UnityCG.cginc"
#include_with_pragmas "../ShaderLibrary/AllIn13DShader_Features.hlsl"
#include "UnityLightingCommon.cginc"
#include "../ShaderLibrary/AllIn13DShader_CommonStructs.hlsl"
#include "../ShaderLibrary/AllIn13DShader_CommonFunctions.hlsl"
#include "../ShaderLibrary/AllIn13DShaderHelper_BIRP.hlsl"
#include "../ShaderLibrary/AllIn13DShaderLight.hlsl"
#include "../ShaderLibrary/AllIn13DShader_UVEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShader_VertexEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShader_FragmentEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShader_AlphaEffects.hlsl"
#include "../ShaderLibrary/AllIn13DShaderCore.hlsl"
#include "../ShaderLibrary/AllIn13DShader_ShadowCasterPass.hlsl"
ENDHLSL
}
/*<SHADOW_CASTER_PASS_END>*/
}
/*<CUSTOM_EDITOR_START>*/
CustomEditor "AllIn13DShader.AllIn13DShaderMaterialInspector"
/*<CUSTOM_EDITOR_END>*/
}