ToriaAssets/Sources/Shaders/HairFadeCutout2.shader

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2026-05-06 15:07:56 +02:00
// Simple 2 Pass Hair Shader
// This shader blends a solid cutout and fade shader to try and produce reasonable looking hair.
// Made with components from the: Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "UMA/Hair Fade2 Cutout"
{
Properties
{
[HideInInspector] __dirty( "", Int ) = 1
_MainTex("Diffuse/Alpha Map", 2D) = "white" {}
_MaskClipValue( "Cotout Clip Value", Range( 0 , 1) ) = 0.7
_BumpMap("Normal Map", 2D) = "bump" {}
_BumpStrength("Bump Strength", Range( 0 , 1)) = 0.4
_MetallicStrength("Metallic Strength", Range (0,1) ) = 0.5
_MetallicAdd("Metallic Add", Range (0,1) ) = 0.0
_SmoothnessStrength("Smoothness Strength", Range (0,1)) = 0.5
_SmoothnessAdd("Smoothness Add",Range(0,1)) = 0.0
_MetallicGlossMap("Metallic Gloss Map", 2D) = "white" {}
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
SubShader
{
Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" }
Cull Back
CGINCLUDE
#include "UnityStandardUtils.cginc"
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
struct Input
{
float2 uv_texcoord;
};
uniform float _MetallicAdd;
uniform float _MetallicStrength;
uniform float _SmoothnessStrength;
uniform float _SmoothnessAdd;
uniform float _BumpStrength;
uniform sampler2D _BumpMap;
uniform float4 _BumpMap_ST;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform sampler2D _MetallicGlossMap;
uniform float4 _MetallicGlossMap_ST;
uniform float _MaskClipValue = 0.5;
void surf( Input i , inout SurfaceOutputStandard o )
{
float2 uv_BumpMap = i.uv_texcoord;// *_BumpMap_ST.xy + _BumpMap_ST.zw;
o.Normal = UnpackScaleNormal( tex2D( _BumpMap,uv_BumpMap) ,_BumpStrength );
float2 uv_MainTex = i.uv_texcoord;// *_MainTex_ST.xy + _MainTex_ST.zw;
float4 tex2DNode1 = tex2D( _MainTex,uv_MainTex);
o.Albedo = tex2DNode1.xyz;
float2 uv_MetallicGlossMap = i.uv_texcoord;// *_MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw;
o.Metallic = _MetallicAdd + (tex2D( _MetallicGlossMap,uv_MetallicGlossMap).x * _MetallicStrength);
// o.Metallic = _MetallicAdd + (tex2D(_MetallicGlossMap, uv_MetallicGlossMap).x * _MetallicStrength);
o.Smoothness = _SmoothnessAdd + (tex2D(_MetallicGlossMap, uv_MetallicGlossMap).a * _SmoothnessStrength);
o.Alpha = tex2DNode1.a;
clip( tex2DNode1.a - _MaskClipValue );
}
ENDCG
CGPROGRAM
#pragma surface surf Standard addshadow
ENDCG
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" }
Cull Back
CGINCLUDE
#include "UnityStandardUtils.cginc"
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
void surf2( Input i , inout SurfaceOutputStandard o )
{
float2 uv_BumpMap = i.uv_texcoord;// *_BumpMap_ST.xy + _BumpMap_ST.zw;
o.Normal = UnpackScaleNormal( tex2D( _BumpMap,uv_BumpMap) ,_BumpStrength );
float2 uv_MainTex = i.uv_texcoord;// *_MainTex_ST.xy + _MainTex_ST.zw;
float4 tex2DNode1 = tex2D( _MainTex,uv_MainTex);
o.Albedo = tex2DNode1.xyz;
float2 uv_MetallicGlossMap = i.uv_texcoord;// *_MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw;
o.Metallic = _MetallicAdd + (tex2D(_MetallicGlossMap, uv_MetallicGlossMap).x * _MetallicStrength);
o.Smoothness = _SmoothnessAdd + (tex2D(_MetallicGlossMap, uv_MetallicGlossMap).a * _SmoothnessStrength);
o.Alpha = tex2DNode1.a;
}
ENDCG
CGPROGRAM
#pragma surface surf2 Standard alpha:fade keepalpha addshadow
ENDCG
}
FallBack "Legacy Shaders/Transparent/Cutout/Bumped Diffuse"
}