54 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			54 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
BEGIN_OPTIONS
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    ShaderName "AwesomeTechnologies/Development/Standard/StandardShader"   
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    Tags { "RenderType" = "Opaque" "Queue" = "Geometry+100" }  // tags are always in standard pipeline style
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    Workflow "Metallic"              // Metallic, Specular, or Unlit
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END_OPTIONS
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BEGIN_SUBSHADERS
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"../Instanced_Indirect_Stacked.surfshader"  
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"../DitherCrossfade_Stacked.surfshader"  
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END_SUBSHADERS
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BEGIN_PROPERTIES
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	    _Color ("Color", Color) = (1,1,1,1)
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        _MainTex ("Albedo (RGB)", 2D) = "white" {}
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        _BumpMap ("Bumpmap", 2D) = "bump" {}
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        _DetailAlbedoMap ("DetailAlbedoMap", 2D) = "gray" {}
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        _DetailNormalMap ("DetailNormalMap", 2D) = "bump" {}
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        _OcclusionMap ("OcclusionMap", 2D) = "white" {}                
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        _Glossiness ("Smoothness", Range(0,1)) = 0.5
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        _Metallic ("Metallic", Range(0,1)) = 0.0
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        _LODDebugColor ("LOD Debug color", Color) = (1,1,1,1)
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END_PROPERTIES
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BEGIN_DEFINES
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    #pragma target 5.0	    
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END_DEFINES
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BEGIN_CODE
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  half _Glossiness;
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  half _Metallic;
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  fixed4 _Color;
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  sampler2D _MainTex;
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  sampler2D _BumpMap;
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  sampler2D _DetailAlbedoMap;
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  sampler2D _DetailNormalMap;
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  sampler2D _OcclusionMap;
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  fixed4 _LODDebugColor;
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	void SurfaceFunction(inout Surface o, ShaderData d)
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	{
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	      fixed4 oc = tex2D(_OcclusionMap, d.texcoord0.xy);
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		  fixed4 c = tex2D (_MainTex, d.texcoord0.xy) * _Color;
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		  o.Normal = UnpackNormal (tex2D (_BumpMap, d.texcoord0.xy));         
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          o.Albedo = c.rgb * oc.rgb;
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          o.Albedo *= tex2D (_DetailAlbedoMap, d.texcoord0.xy).rgb * 2;
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          o.Albedo *= _LODDebugColor.rgb;
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          o.Metallic = _Metallic;
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          o.Smoothness = _Glossiness;
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          o.Alpha = c.a;
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	}
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END_CODE
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