//Hard Surface Shader Package, Written for the Unity engine by Bruno Rime: http://www.behance.net/brunorime brunorime@gmail.com Shader "HardSurface/Hardsurface Pro/Draw First/Transparent"{ Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (1, 1, 1, 1) _Shininess ("Shininess", Range (0.01, 3)) = 1.5 _Gloss("Gloss", Range (0.00, 1)) = .5 _Reflection("Reflection", Range (0.00, 1)) = 0.5 _Cube ("Reflection Cubemap", Cube) = "Black" { TexGen CubeReflect } _FrezPow("Fresnel Reflection",Range(0,1024)) = 512 _FrezFalloff("Fresnal/EdgeAlpha Falloff",Range(0,10)) = 4 _EdgeAlpha("Edge Alpha",Range(0,1)) = 1 _Metalics("Metalics",Range(0,1)) = .5 _Density("Density / Refraction", Range(-0.5,0.5)) = .001 } SubShader { // Zprime backfaces Pass { Tags {"Queue"="Transparent-250" "IgnoreProjector"="True" "LightMode" = "Always"} zwrite on Cull front colormask 0 } // Backfaces Tags {"Queue"="Transparent-250" "IgnoreProjector"="True" "RenderType"="Transparent" } UsePass "Hidden/Hardsurface Pro Back Transparent/FORWARD" // Refraction Capture / Will self refract with capture placed here GrabPass { Tags {"LightMode" = "Always"} } // Refraction & Frontface Zprime Tags {"Queue"="Transparent-250" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"} UsePass "Hidden/Hardsurface Pro ScreenSpace Refraction/SSREFRACTION" // Front Faces Tags {"Queue"="Transparent-250" "IgnoreProjector"="True" "RenderType"="Transparent" } UsePass "Hidden/Hardsurface Pro Front Transparent/FORWARD" // Reflection Capture / Will self reflect with capture placed here GrabPass { Tags {"LightMode" = "Always"} } // Reflection Pass Tags {"Queue"="Transparent-250" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"} UsePass "Hidden/Hardsurface Pro ScreenSpace Reflection/SSREFLECTION" } }