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65 lines
2.2 KiB
Plaintext
65 lines
2.2 KiB
Plaintext
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4 years ago
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Shader "Alembic/Standard (Specular setup)"
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{
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Properties
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{
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_Color("Color", Color) = (1,1,1,1)
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_MainTex("Albedo", 2D) = "white" {}
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
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_GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0
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[Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0
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_SpecColor("Specular", Color) = (0.2,0.2,0.2)
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_SpecGlossMap("Specular", 2D) = "white" {}
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[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
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_BumpScale("Scale", Float) = 1.0
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_BumpMap("Normal Map", 2D) = "bump" {}
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_Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
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_ParallaxMap ("Height Map", 2D) = "black" {}
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_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
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_OcclusionMap("Occlusion", 2D) = "white" {}
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_EmissionColor("Color", Color) = (0,0,0)
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_EmissionMap("Emission", 2D) = "white" {}
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_DetailMask("Detail Mask", 2D) = "white" {}
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_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
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_DetailNormalMapScale("Scale", Float) = 1.0
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_DetailNormalMap("Normal Map", 2D) = "bump" {}
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[Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0
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// Blending state
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[HideInInspector] _Mode ("__mode", Float) = 0.0
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[HideInInspector] _SrcBlend ("__src", Float) = 1.0
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[HideInInspector] _DstBlend ("__dst", Float) = 0.0
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[HideInInspector] _ZWrite ("__zw", Float) = 1.0
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}
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CGINCLUDE
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#define UNITY_SETUP_BRDF_INPUT SpecularSetup
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ENDCG
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SubShader
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{
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Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
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UsePass "Hidden/Alembic/MotionVectors/MOTIONVECTORS"
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UsePass "Standard (Specular setup)/FORWARD"
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UsePass "Standard (Specular setup)/FORWARD_DELTA"
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UsePass "Standard (Specular setup)/SHADOWCASTER"
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UsePass "Standard (Specular setup)/DEFERRED"
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UsePass "Standard (Specular setup)/META"
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}
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CustomEditor "StandardShaderGUI"
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}
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