Shader "Carmen/SDF/Map Marker Spokes" { Properties { _MainTex("Albedo(RGB)", 2D) = "white" {} _Color("Color", Color) = (1.0, 1.0, 1.0, 1.0) _SDFCutoff("SDF Cutoff", Range(0.0, 1.0)) = 1.0 [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 [Toggle(_ENABLE_GEOMETRIC_SPECULAR_AA)] _EnableGeometricSpecularAA("EnableGeometricSpecularAA", Float) = 1.0 _SpecularAAScreenSpaceVariance("SpecularAAScreenSpaceVariance", Range(0.0, 1.0)) = 0.1 _SpecularAAThreshold("SpecularAAThreshold", Range(0.0, 1.0)) = 0.2 [Enum(Default,0,MonoSH,1,MonoSH (no highlights),2)] _LightmapType ("Lightmap Type", Float) = 0.0 // TODO: This has questionable performance impact on Mobile but very little discernable impact on PC. Should // make a toggle once we have properly branched compilation between those platforms, that's PC-only [Toggle(_BICUBIC)] _Bicubic ("Enable Bicubic Sampling", Float) = 0.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM //#define _DEBUG_VRC #ifdef _DEBUG_VRC #define DEBUG_COL(rgb) debugCol = half4(rgb, 1) #define DEBUG_VAL(val) debugCol = half4(val, val, val, 1) half4 debugCol = half4(0,0,0,1); #else #define DEBUG_COL(rgb) #define DEBUG_VAL(val) #endif #pragma target 3.0 #pragma multi_compile_fragment _ _EMISSION #pragma multi_compile _ _DETAIL #pragma multi_compile_fragment _ _SPECULARHIGHLIGHTS_OFF #pragma multi_compile_fragment _ _GLOSSYREFLECTIONS_OFF #pragma multi_compile_fragment _ _MONOSH_SPECULAR _MONOSH_NOSPECULAR #pragma multi_compile_fragment _ _ENABLE_GEOMETRIC_SPECULAR_AA #pragma dynamic_branch_local_fragment _ DISABLE_VERTEX_COLORING //SDK-SYNC-IGNORE-LINE - unused variants in SDK projects - #pragma multi_compile_fragment _ FORCE_UNITY_DLDR_LIGHTMAP_ENCODING FORCE_UNITY_RGBM_LIGHTMAP_ENCODING FORCE_UNITY_LIGHTMAP_FULL_HDR_ENCODING UNITY_LIGHTMAP_NONE //#pragma multi_compile _ _BICUBIC #if defined(LIGHTMAP_ON) #if defined(_MONOSH_SPECULAR) || defined(_MONOSH_NOSPECULAR) #define _MONOSH #if defined(_MONOSH_SPECULAR) #define _LMSPEC #endif #endif #endif #include "/Packages/com.vrchat.base/Runtime/VRCSDK/Sample Assets/Shaders/Mobile/VRChat.cginc" #pragma surface surf StandardVRC vertex:vert exclude_path:prepass exclude_path:deferred noforwardadd noshadow nodynlightmap nolppv noshadowmask #pragma skip_variants LIGHTMAP_SHADOW_MIXING // ------------------------------------- struct Input { float2 texcoord0; #ifdef _DETAIL float2 texcoord1; #endif fixed4 color : COLOR; }; UNITY_DECLARE_TEX2D(_MainTex); float4 _MainTex_ST; half4 _Color; uniform half _SDFCutoff; uniform half _SpecularAAScreenSpaceVariance; uniform half _SpecularAAThreshold; #ifdef _EMISSION UNITY_DECLARE_TEX2D(_EmissionMap); half4 _EmissionColor; #endif #ifdef _DETAIL uniform half _UVSec; float4 _DetailAlbedoMap_ST; UNITY_DECLARE_TEX2D(_DetailMask); UNITY_DECLARE_TEX2D(_DetailAlbedoMap); UNITY_DECLARE_TEX2D(_DetailNormalMap); uniform half _DetailNormalMapScale; #endif // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) // ------------------------------------- void vert(inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o); o.texcoord0 = TRANSFORM_TEX(v.texcoord.xy, _MainTex); // Always source from uv0 } void surf(Input IN, inout SurfaceOutputStandardVRC o) { half alphastep = step(UNITY_SAMPLE_TEX2D(_MainTex, IN.texcoord0), 0.002f); if (alphastep < 0.5f) discard; o.Albedo = _Color; o.Alpha = alphastep; o.Metallic = 0.0f; o.Smoothness = 1.0f; o.Normal = half3(0, 0, 1); } ENDCG } FallBack "VRChat/Mobile/Diffuse" CustomEditor "StandardLiteShaderGUI" }