//Hard Surface Shader Package, Written for the Unity engine by Bruno Rime: http://www.behance.net/brunorime brunorime@gmail.com Shader "HardSurface/Hardsurface/Transparent Specular"{ 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)) = 0 _Metalics("Metalics",Range(0,1)) = .5 _MainTex ("Diffuse(RGB) Alpha(A)",2D) = "White" {} _BumpMap ("Normalmap", 2D) = "Bump" {} _Spec_Gloss_Reflec_Masks ("Spec(R) Gloss(G) Reflec(B)",2D) = "White" {} } SubShader { // Zprime backfaces Pass { Tags {"Queue"="Geometry" "IgnoreProjector"="True" "LightMode" = "Always"} zwrite on Cull front colormask 0 } // Backfaces Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } UsePass "Hidden/Hardsurface Pro Back Transparent Specular/FORWARD" // Frontface Zprime Pass { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "LightMode" = "Always"} zwrite on Cull back colormask 0 } // Front Faces Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } UsePass "Hidden/Hardsurface Pro Front Transparent Specular/FORWARD" } }