b8ab71969a
Finished lockpicking. tied it to the Attributes system. when you pick a lock you gain dexterity, the higher your dexterity, the easier it is to pick locks.
140 lines
3.9 KiB
Plaintext
140 lines
3.9 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "SFB/Two Sided SurfaceShader" {
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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[NoScaleOffset] _MainTex ("Albedo (RGB)", 2D) = "white" {}
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[Toggle] _UseMetallicMap ("Use Metallic Map", Float) = 0.0
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[NoScaleOffset] _MetallicGlossMap("Metallic", 2D) = "black" {}
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[Gamma] _Metallic ("Metallic", Range(0,1)) = 0.0
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_BumpScale("Scale", Float) = 1.0
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[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
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_Cutoff("Alpha Cutoff", Range(0.01,1)) = 0.5
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}
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SubShader {
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Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout" }
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Blend SrcAlpha OneMinusSrcAlpha
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LOD 200
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ZWrite Off
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Cull Off
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Pass {
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ColorMask 0
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ZWrite On
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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sampler2D _MainTex;
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fixed _Cutoff;
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v2f vert (appdata_img v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = v.texcoord;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.texcoord);
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clip(col.a - _Cutoff);
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return 0;
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}
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ENDCG
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}
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Pass
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{
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Tags {"LightMode"="ShadowCaster"}
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ZWrite On
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Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_shadowcaster
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#include "UnityCG.cginc"
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struct v2f {
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V2F_SHADOW_CASTER;
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float2 texcoord : TEXCOORD1;
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};
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v2f vert(appdata_base v)
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{
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v2f o;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
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o.texcoord = v.texcoord;
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return o;
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}
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sampler2D _MainTex;
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fixed _Cutoff;
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float4 frag(v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.texcoord);
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clip(col.a - _Cutoff);
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SHADOW_CASTER_FRAGMENT(i)
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}
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ENDCG
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}
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CGPROGRAM
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#pragma surface surf Standard fullforwardshadows alpha:fade nolightmap
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#pragma shader_feature _USEMETALLICMAP_ON
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#pragma target 3.0
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sampler2D _MainTex;
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sampler2D _MetallicGlossMap;
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sampler2D _BumpMap;
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struct Input {
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float2 uv_MainTex;
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fixed facing : VFACE;
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};
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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half _BumpScale;
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fixed _Cutoff;
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void surf (Input IN, inout SurfaceOutputStandard o) {
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// Albedo comes from a texture tinted by color
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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#ifdef _USEMETALLICMAP_ON
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fixed4 mg = tex2D(_MetallicGlossMap, IN.uv_MainTex);
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o.Metallic = mg.r;
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o.Smoothness = mg.a;
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#else
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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#endif
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// Rescales the alpha on the blended pass
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o.Alpha = saturate(c.a / _Cutoff);
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o.Normal = UnpackScaleNormal(tex2D(_BumpMap, IN.uv_MainTex), _BumpScale);
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if (IN.facing < 0.5)
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o.Normal *= -1.0;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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