110 lines
3.9 KiB
Plaintext
110 lines
3.9 KiB
Plaintext
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Shader "Starter Assets/ArmatureShader"
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{
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Properties
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{
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//Maps
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_BaseTex("Albedo (RGB)", 2D) = "white" {}
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_BumpMap("Normal", 2D) = "bump" {}
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_MetallicMap("MetallicMap", 2D) = "black"{}
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_MaterialMask("Mask", 2D) = "black" {}
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//base - mask texture R
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_BaseColor("Base Color", Color) = (1,1,1,1)
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_BaseMetallic("Base Metallic", Range(0,1)) = 1
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_BaseGlossiness("Base Smoothness", Range(0,1)) = 0.5
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//layer 1 - mask texture G
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_Layer1Color("Layer1 Color", Color) = (1,1,1,1)
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_Layer1Glossiness("Layer1 Smoothness", Range(0,1)) = 0.5
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_Layer1Metallic("Layer1 Metallic", Range(0,1)) = 0.0
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//layer 2 - mask texture B
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_Layer2Color("Layer2 Color", Color) = (1,1,1,1)
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_Layer2Glossiness("Layer2 Smoothness", Range(0,1)) = 0.5
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_Layer2Metallic("Layer2 Metallic", Range(0,1)) = 0.0
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" }
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LOD 200
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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sampler2D _BaseTex;
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sampler2D _BumpMap;
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sampler2D _MaterialMask;
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struct Input
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{
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float2 uv_BaseTex;
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};
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half _BaseMetallic;
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half _BaseGlossiness;
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half _Layer1Glossiness;
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half _Layer1Metallic;
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half _Layer2Glossiness;
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half _Layer2Metallic;
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fixed4 _BaseColor;
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fixed4 _Layer1Color;
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fixed4 _Layer2Color;
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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void surf(Input IN, inout SurfaceOutputStandard o)
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{
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// Albedo map
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fixed4 mainCall = tex2D(_BaseTex, IN.uv_BaseTex);
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fixed4 materialMask = tex2D(_MaterialMask, IN.uv_BaseTex);
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//setup colors for each layer
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fixed4 baseColor = mainCall * _BaseColor;
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fixed4 layer1Color = mainCall * _Layer1Color;
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fixed4 layer2Color = mainCall * _Layer2Color;
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fixed4 color = lerp(lerp( baseColor, layer1Color, materialMask.g), layer2Color ,materialMask.b);
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o.Albedo = color.rgb;
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// Normal Map
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fixed3 normalMap = UnpackNormal (tex2D(_BumpMap, IN.uv_BaseTex));
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o.Normal = normalMap;
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// Metallic
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fixed4 baseMetallic = _BaseMetallic;
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fixed4 layer1Metallic = _Layer1Metallic;
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fixed4 layer2Metallic = _Layer2Metallic;
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fixed4 metallic = lerp(lerp(baseMetallic, layer1Metallic, materialMask.g), layer2Metallic, materialMask.b);
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o.Metallic = metallic.r;
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// Smoothness
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fixed4 g = mainCall.a;
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fixed4 baseGlossiness = g * _BaseGlossiness;
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fixed4 layer1Glossiness = g * _Layer1Glossiness;
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fixed4 layer2Glossiness = g * _Layer2Glossiness;
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fixed4 glossiness = lerp(lerp(baseGlossiness, layer1Glossiness, materialMask.g), layer2Glossiness, materialMask.b);
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o.Smoothness = glossiness.r;
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o.Alpha = color.a;
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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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