1234567891011121314151617181920212223242526272829303132333435363738394041424344454647 |
- //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"
- }
- }
|