111 lines
3.1 KiB
Plaintext
111 lines
3.1 KiB
Plaintext
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// Standard shader for mobile
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// Written by Nihal Mirpuri @nylonee
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Shader "Mobile/Standard"
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{
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Properties
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{
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_MainTex("Albedo", 2D) = "white" {}
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[Toggle(COLOR_ON)] _ColorToggle("Color, Brightness, Contrast Toggle", Int) = 0
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_Color("Color", Color) = (1,1,1)
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_Brightness ("Brightness", Range(-10.0, 10.0)) = 0.0
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_Contrast ("Contrast", Range(0.0, 3.0)) = 1
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[Toggle(PHONG_ON)] _Phong("Point Light Toggle", Int) = 0
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_PointLightColor("Point Light Color", Color) = (1,1,1,1)
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_PointLightPosition("Point Light Position", Vector) = (0.0,0.0,0.0)
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_AmbiencePower("Ambience intensity", Range(0.0,2.0)) = 1.0
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_SpecularPower("Specular intensity", Range(0.0,2.0)) = 1.0
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_DiffusePower("Diffuse intensity", Range(0.0,2.0)) = 1.0
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[Toggle(DETAIL_ON)] _Detail("Detail Map Toggle", Int) = 0
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_DetailMap("Detail Map", 2D) = "white" {}
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_DetailStrength("Detail Map Strength", Range(0.0, 2.0)) = 1
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[Toggle(DETAIL_MASK_ON)] _Mask("Detail Mask Toggle", Int) = 0
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_DetailMask("Detail Mask", 2D) = "white" {}
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[Toggle(EMISSION_ON)] _Emission("Emission Map Toggle", Int) = 0
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_EmissionMap("Emission", 2D) = "white" {}
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_EmissionStrength("Emission Strength", Range(0.0,10.0)) = 1
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[Toggle(NORMAL_ON)] _Normal("Normal Map Toggle", Int) = 0
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_NormalMap("Normal Map", 2D) = "bump" {}
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}
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SubShader {
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Tags { "RenderType" = "Opaque" }
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LOD 150
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// Render the relevant pass based on whether lightmap data is being passed in
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Pass {
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Tags { "LightMode" = "VertexLM" }
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Lighting Off
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Cull Back
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CGPROGRAM
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#pragma vertex vert_lm
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#pragma fragment frag_lm
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#pragma multi_compile_fog
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#pragma skip_variants FOG_LINEAR FOG_EXP
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#pragma shader_feature COLOR_ON
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#pragma shader_feature PHONG_ON
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#pragma shader_feature DETAIL_ON
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#pragma shader_feature DETAIL_MASK_ON
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#pragma shader_feature EMISSION_ON
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#pragma shader_feature NORMAL_ON
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#include "StandardMobile.cginc"
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ENDCG
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}
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Pass {
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Tags { "LightMode" = "VertexLMRGBM" }
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Lighting Off
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Cull Back
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CGPROGRAM
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#pragma vertex vert_lm
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#pragma fragment frag_lm
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#pragma multi_compile_fog
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#pragma skip_variants FOG_LINEAR FOG_EXP
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#pragma shader_feature COLOR_ON
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#pragma shader_feature PHONG_ON
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#pragma shader_feature DETAIL_ON
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#pragma shader_feature DETAIL_MASK_ON
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#pragma shader_feature EMISSION_ON
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#pragma shader_feature NORMAL_ON
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#include "StandardMobile.cginc"
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ENDCG
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}
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Pass {
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Tags { "LightMode" = "Vertex" }
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Lighting Off
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Cull Back
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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#pragma skip_variants FOG_LINEAR FOG_EXP
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#pragma shader_feature COLOR_ON
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#pragma shader_feature PHONG_ON
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#pragma shader_feature DETAIL_ON
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#pragma shader_feature DETAIL_MASK_ON
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#pragma shader_feature EMISSION_ON
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#pragma shader_feature NORMAL_ON
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#include "StandardMobile.cginc"
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ENDCG
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}
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}
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FallBack "Mobile/VertexLit"
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}
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