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