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CrowdControl/Assets/Feel/MMTools/Tools/MMShaders/MMStandardEmission.shader

115 lines
5.1 KiB
GLSL

Shader "MoreMountains/MMStandardEmission"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("MainTex", 2D) = "white" {}
_MetallicGlossMap("MetallicGlossMap", 2D) = "gray" {}
_Metallic("Metallic", Range( 0 , 1)) = 1
_Glossiness("Glossiness", Range( 0 , 1)) = 0.5
_BumpMap("BumpMap", 2D) = "bump" {}
_BumpScale("BumpScale", Float) = 1
_OcclusionMap("OcclusionMap", 2D) = "white" {}
_OcclussionStrength("OcclussionStrength", Range( 0 , 1)) = 1
[Enum(Off,0,On,1)][Header(Depth Blend)]_ZWrite("ZWrite", Range( 0 , 1)) = 0
[Enum(UnityEngine.Rendering.CompareFunction)]_ZTest("ZTest", Range( 0 , 255)) = 167.5171
[Enum(UnityEngine.Rendering.BlendMode)][Header(Blend Modes)]_BlendSrc("BlendSrc", Range( 0 , 255)) = 1
[Enum(UnityEngine.Rendering.BlendMode)]_BlendDst("BlendDst", Range( 0 , 255)) = 10
[Enum(UnityEngine.Rendering.CullMode)][Header(Cull)]_CullMode("CullMode", Range( 0 , 255)) = 0
[Enum(UnityEngine.Rendering.ColorWriteMask)]_ColorMask("ColorMask", Range( 0 , 255)) = 255
[IntRange][Header(Stencil)]_Stencil("Stencil", Range( 0 , 255)) = 0
[IntRange]_StencilReadMask("StencilReadMask", Range( 0 , 255)) = 15
[IntRange]_StencilWriteMask("StencilWriteMask", Range( 0 , 255)) = 15
[Enum(UnityEngine.Rendering.CompareFunction)]_StencilComp("StencilComp", Range( 0 , 255)) = 0
[Enum(UnityEngine.Rendering.StencilOp)]_StencilOpPassFront("StencilOpPassFront", Range( 0 , 255)) = 0
[Enum(UnityEngine.Rendering.StencilOp)]_StencilOpFailFront("StencilOpFailFront", Range( 0 , 255)) = 0
[Enum(UnityEngine.Rendering.StencilOp)]_StencilOpZFailFront("StencilOpZFailFront", Range( 0 , 255)) = 0
_EmissionMap("EmissionMap", 2D) = "white" {}
_EmissionColor("EmissionColor", Color) = (0,0,0,0)
_EmissionIntensity("EmissionIntensity", Float) = 1
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags
{
"RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true"
}
Cull [_CullMode]
ZWrite [_ZWrite]
ZTest [_ZTest]
Stencil
{
Ref [_Stencil]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
Comp [_StencilComp]
Pass [_StencilOpPassFront]
Fail [_StencilOpFailFront]
ZFail [_StencilOpZFailFront]
}
CGPROGRAM
#include "UnityStandardUtils.cginc"
#pragma target 3.0
#pragma exclude_renderers vulkan xbox360 xboxone ps4 psp2 n3ds wiiu
#pragma surface surf Standard keepalpha addshadow fullforwardshadows
struct Input
{
float2 uv_texcoord;
};
uniform half _ZTest;
uniform half _StencilOpPassFront;
uniform half _StencilComp;
uniform float _StencilWriteMask;
uniform float _StencilReadMask;
uniform float _Stencil;
uniform half _BlendSrc;
uniform half _ZWrite;
uniform half _CullMode;
uniform half _BlendDst;
uniform half _StencilOpFailFront;
uniform half _ColorMask;
uniform half _StencilOpZFailFront;
uniform sampler2D _BumpMap;
uniform float4 _BumpMap_ST;
uniform float _BumpScale;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform half4 _Color;
uniform sampler2D _EmissionMap;
uniform float4 _EmissionMap_ST;
uniform float4 _EmissionColor;
uniform float _EmissionIntensity;
uniform sampler2D _MetallicGlossMap;
uniform float4 _MetallicGlossMap_ST;
uniform half _Metallic;
uniform half _Glossiness;
uniform sampler2D _OcclusionMap;
uniform float4 _OcclusionMap_ST;
uniform half _OcclussionStrength;
void surf(Input i, inout SurfaceOutputStandard o)
{
float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw;
o.Normal = UnpackScaleNormal(tex2D(_BumpMap, uv_BumpMap), _BumpScale);
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
o.Albedo = (tex2D(_MainTex, uv_MainTex) * _Color).rgb;
float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
half3 Emission49 = ((tex2D(_EmissionMap, uv_EmissionMap)).rgb * (_EmissionColor).rgb * _EmissionIntensity);
o.Emission = Emission49;
float2 uv_MetallicGlossMap = i.uv_texcoord * _MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw;
float4 tex2DNode20 = tex2D(_MetallicGlossMap, uv_MetallicGlossMap);
o.Metallic = (tex2DNode20.r * _Metallic);
o.Smoothness = (tex2DNode20.a * _Glossiness);
float2 uv_OcclusionMap = i.uv_texcoord * _OcclusionMap_ST.xy + _OcclusionMap_ST.zw;
float lerpResult13 = lerp(tex2D(_OcclusionMap, uv_OcclusionMap).g, 1.0, _OcclussionStrength);
o.Occlusion = lerpResult13;
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
}