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- //Hard Surface Shader Package, Written for the Unity engine by Bruno Rime: http://www.behance.net/brunorime brunorime@gmail.com
- Shader "HardSurface/Hardsurface Pro/Transparent Diffuse"{
- 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
- _Density("Density / Refraction", Range(-0.5,0.5)) = .001
-
- _MainTex ("Diffuse(RGB) Alpha(A)",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 Diffuse/FORWARD"
-
- // Refraction Capture / Will self refract with capture placed here
- GrabPass {
- Tags {"LightMode" = "Always"}
- }
-
- // Refraction & Frontface Zprime
- Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
- UsePass "Hidden/Hardsurface Pro ScreenSpace Refraction/SSREFRACTION"
- // Front Faces
- Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
- UsePass "Hidden/Hardsurface Pro Front Transparent Diffuse/FORWARD"
-
- // Reflection Capture / Will self reflect with capture placed here
- GrabPass {
- Tags {"LightMode" = "Always"}
- }
-
- // Reflection Pass
- Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
- UsePass "Hidden/Hardsurface Pro ScreenSpace Reflection/SSREFLECTION"
- }
- }
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