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94 lines
2.5 KiB
Plaintext
94 lines
2.5 KiB
Plaintext
// EasyRoads3D v3 Shader
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// transparency shader receiving shadows, useful for blending roads with the terrain on the outer edges and useful for road decals
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// This uses decal:blend so make sure the road lays on top of the terrain or any other object
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Shader "EasyRoads3D/ER Road Transparency" {
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Properties {
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[Header(Road Texture)]
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_MainTex ("Road", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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_BumpMap ("Road Normal", 2D) = "bump" {}
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// _Metallic ("Road Metallic", Range(0.0, 1.0)) = 0.0
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_Metallic ("Road Metallic/Smoothness", 2D) = "black"{}
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// _Glossiness ("Road Smoothness", Range(0.0, 1.0)) = 0.5
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[Header(Terrain Z Fighting Offset)]
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_OffsetFactor ("Offset Factor", Range(0.0,-10.0)) = -1
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_OffsetUnit ("Offset Unit", Range(0.0,-10.0)) = -1
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}
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SubShader {
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Tags {
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"SplatCount" = "3"
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"Queue" = "AlphaTest"
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"RenderType" = "TransparentCutout"
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"ForceNoShadowCasting"="True"
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}
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LOD 200
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Offset [_OffsetFactor],[_OffsetUnit]
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CGPROGRAM
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#pragma surface surf Standard fullforwardshadows decal:blend
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#pragma target 3.0
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#pragma multi_compile_fog
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#pragma exclude_renderers gles
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#include "UnityPBSLighting.cginc"
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half _depthThresh;
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uniform sampler2D _Control;
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sampler2D _MainTex;
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sampler2D _BumpMap;
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sampler2D _Metallic;
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// half _Metallic;
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// half _Glossiness;
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half _NormalStrengh;
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struct Input {
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float3 worldPos;
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float3 worldNormal;
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float2 uv_MainTex : TEXCOORD0;
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float2 uv4_BumpMap : TEXCOORD1;
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float2 uv_Metallic : TEXCOORD2;
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float4 color : COLOR;
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INTERNAL_DATA
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};
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fixed4 _Color, _Color2;
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half _Threshold;
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void surf (Input IN, inout SurfaceOutputStandard o) {
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fixed4 alb = 0.0f;
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float4 c = IN.color;
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float4 _main = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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float4 _main1 = tex2D (_MainTex, IN.uv4_BumpMap) * _Color;
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fixed4 nrm = tex2D(_BumpMap, IN.uv_MainTex);
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half alpha = 0;
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alpha = _main.a * c.a * IN.color.a;
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float4 _met = tex2D (_Metallic, IN.uv_Metallic);
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o.Normal = UnpackNormal(nrm);
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o.Albedo = _main.rgb;
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o.Alpha = alpha;
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o.Smoothness = _met.a;//_Glossiness;
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o.Metallic = _met.r;//_Metallic;
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}
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ENDCG
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}
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Fallback "Standard"
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}
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