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_MetallicMapUV("Metallic Map UV", Float) = 0.0 |
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_MetallicMapUVLocal("Metallic Map UV Local", Float) = 0.0 |
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_MetallicMapChannel("Metallic Map Channel", Float) = 0.0 |
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_MetallicMapChannelMask("Metallic Map Channel Mask", Vector) = (1, 0, 0, 0) |
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_MetallicRemap("Metallic Remap", Vector) = (0, 1, 0, 0) |
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[HideInInspector] _MetallicRange("Metallic Range", Vector) = (0, 1, 0, 0) |
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[HideInInspector] _MetallicMapChannelMask("Metallic Map Channel Mask", Vector) = (1, 0, 0, 0) |
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_MetallicMapRemap("Metallic Remap", Vector) = (0, 1, 0, 0) |
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[HideInInspector] _MetallicMapRange("Metallic Range", Vector) = (0, 1, 0, 0) |
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_DielectricIor("DielectricIor IOR", Range(1.0, 2.5)) = 1.5 |
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_SmoothnessAUseMap("SmoothnessA Use Map", Float) = 0 |
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_SmoothnessAMapUV("SmoothnessA Map UV", Float) = 0.0 |
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_SmoothnessAMapUVLocal("_SmoothnessA Map UV Local", Float) = 0.0 |
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_SmoothnessAMapUVLocal("SmoothnessA Map UV Local", Float) = 0.0 |
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_SmoothnessAMapChannelMask("SmoothnessA Map Channel Mask", Vector) = (1, 0, 0, 0) |
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_SmoothnessARemap("SmoothnessA Remap", Vector) = (0, 1, 0, 0) |
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[ToggleUI] _SmoothnessARemapInverted("Invert SmoothnessA Remap", Float) = 0.0 |
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[HideInInspector] _SmoothnessARange("SmoothnessA Range", Vector) = (0, 1, 0, 0) |
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[HideInInspector] _SmoothnessAMapChannelMask("SmoothnessA Map Channel Mask", Vector) = (1, 0, 0, 0) |
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_SmoothnessAMapRemap("SmoothnessA Remap", Vector) = (0, 1, 0, 0) |
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[ToggleUI] _SmoothnessAMapRemapInverted("Invert SmoothnessA Remap", Float) = 0.0 |
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[HideInInspector] _SmoothnessAMapRange("SmoothnessA Range", Vector) = (0, 1, 0, 0) |
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[ToggleUI] _EnableDualSpecularLobe("Enable Dual Specular Lobe", Float) = 0.0 // UI only |
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[HideInInspector] _SmoothnessBMapShow("SmoothnessB Map Show", Float) = 0 |
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_SmoothnessBMapUV("SmoothnessB Map UV", Float) = 0.0 |
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_SmoothnessAMapUVLocal("_SmoothnessB Map UV Local", Float) = 0.0 |
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_SmoothnessBMapChannel("SmoothnessB Map Channel", Float) = 0.0 |
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_SmoothnessBMapChannelMask("SmoothnessB Map Channel Mask", Vector) = (1, 0, 0, 0) |
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_SmoothnessBRemap("SmoothnessB Remap", Vector) = (0, 1, 0, 0) |
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[ToggleUI] _SmoothnessBRemapInverted("Invert SmoothnessB Remap", Float) = 0.0 |
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[HideInInspector] _SmoothnessBRange("SmoothnessB Range", Vector) = (0, 1, 0, 0) |
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[HideInInspector] _SmoothnessBMapChannelMask("SmoothnessB Map Channel Mask", Vector) = (1, 0, 0, 0) |
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_SmoothnessBMapRemap("SmoothnessB Remap", Vector) = (0, 1, 0, 0) |
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[ToggleUI] _SmoothnessBMapRemapInverted("Invert SmoothnessB Remap", Float) = 0.0 |
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[HideInInspector] _SmoothnessBMapRange("SmoothnessB Range", Vector) = (0, 1, 0, 0) |
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_LobeMix("Lobe Mix", Range(0.0, 1.0)) = 0 |
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[ToggleUI] _VlayerRecomputePerLight("Vlayer Recompute Per Light", Float) = 0.0 // UI only |
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_AnisotropyMapUV("Anisotropy Map UV", Float) = 0.0 |
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_AnisotropyMapUVLocal("Anisotropy Map UV Local", Float) = 0.0 |
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_AnisotropyMapChannel("Anisotropy Map Channel", Float) = 0.0 |
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_AnisotropyMapChannelMask("Anisotropy Map Channel Mask", Vector) = (1, 0, 0, 0) |
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_AnisotropyRemap("Anisotropy Remap", Vector) = (0, 1, 0, 0) |
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[HideInInspector] _AnisotropyRange("Anisotropy Range", Vector) = (0, 1, 0, 0) |
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[HideInInspector] _AnisotropyMapChannelMask("Anisotropy Map Channel Mask", Vector) = (1, 0, 0, 0) |
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_AnisotropyMapRemap("Anisotropy Remap", Vector) = (0, 1, 0, 0) |
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[HideInInspector] _AnisotropyMapRange("Anisotropy Range", Vector) = (0, 1, 0, 0) |
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[ToggleUI] _EnableCoat("Enable Coat", Float) = 0.0 // UI only |
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[HideInInspector] _CoatSmoothnessMapShow("CoatSmoothness Show", Float) = 0 |
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_CoatSmoothnessMapUV("CoatSmoothness Map UV", Float) = 0.0 |
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_CoatSmoothnessMapUVLocal("CoatSmoothness Map UV Local", Float) = 0.0 |
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_CoatSmoothnessMapChannel("CoatSmoothness Map Channel", Float) = 0.0 |
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_CoatSmoothnessMapChannelMask("CoatSmoothness Map Channel Mask", Vector) = (1, 0, 0, 0) |
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_CoatSmoothnessRemap("CoatSmoothness Remap", Vector) = (0, 1, 0, 0) |
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[ToggleUI] _CoatSmoothnessRemapInverted("Invert CoatSmoothness Remap", Float) = 0.0 |
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[HideInInspector] _CoatSmoothnessRange("CoatSmoothness Range", Vector) = (0, 1, 0, 0) |
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[HideInInspector] _CoatSmoothnessMapChannelMask("CoatSmoothness Map Channel Mask", Vector) = (1, 0, 0, 0) |
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_CoatSmoothnessMapRemap("CoatSmoothness Remap", Vector) = (0, 1, 0, 0) |
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[ToggleUI] _CoatSmoothnessMapRemapInverted("Invert CoatSmoothness Remap", Float) = 0.0 |
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[HideInInspector] _CoatSmoothnessMapRange("CoatSmoothness Range", Vector) = (0, 1, 0, 0) |
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_CoatIor("Coat IOR", Range(1.0001, 2.0)) = 1.5 |
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_CoatThickness("Coat Thickness", Range(0.0, 0.99)) = 0.0 |
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_NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map |
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_NormalMapUV("NormalMapUV", Float) = 0.0 |
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_NormalMapUVLocal("NormalMapUV Local", Float) = 0.0 |
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_NormalMapObjSpace("NormalMapUV Local", Float) = 0.0 |
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_NormalMapObjSpace("NormalMapObjSpace", Float) = 0.0 |
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_NormalScale("Normal Scale", Range(0.0, 2.0)) = 1 |
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[HideInInspector] _AmbientOcclusionMapShow("AmbientOcclusion Map Show", Float) = 0 |
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_AmbientOcclusionMapUV("AmbientOcclusion Map UV", Float) = 0.0 |
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_AmbientOcclusionMapUVLocal("AmbientOcclusion Map UV Local", Float) = 0.0 |
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_AmbientOcclusionMapChannel("AmbientOcclusion Map Channel", Float) = 0.0 |
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_AmbientOcclusionMapChannelMask("AmbientOcclusion Map Channel Mask", Vector) = (1, 0, 0, 0) |
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_AmbientOcclusionRemap("AmbientOcclusion Remap", Vector) = (0, 1, 0, 0) |
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[HideInInspector] _AmbientOcclusionRange("AmbientOcclusion Range", Vector) = (0, 1, 0, 0) |
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[HideInInspector] _AmbientOcclusionMapChannelMask("AmbientOcclusion Map Channel Mask", Vector) = (1, 0, 0, 0) |
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_AmbientOcclusionMapRemap("AmbientOcclusion Remap", Vector) = (0, 1, 0, 0) |
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[HideInInspector] _AmbientOcclusionMapRange("AmbientOcclusion Range", Vector) = (0, 1, 0, 0) |
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[HideInInspector] _EmissiveColorMapShow("Emissive Color Map Show", Float) = 0.0 |
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[HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0) |
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_SubsurfaceMaskMapUV("Subsurface Mask Map UV", Float) = 0.0 |
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_SubsurfaceMaskMapUVLocal("Subsurface Mask UV Local", Float) = 0.0 |
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_SubsurfaceMaskMapChannel("Subsurface Mask Map Channel", Float) = 0.0 |
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_SubsurfaceMaskMapChannelMask("Subsurface Mask Map Channel Mask", Vector) = (1, 0, 0, 0) |
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_SubsurfaceMaskRemap("Subsurface Mask Remap", Vector) = (0, 1, 0, 0) |
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[HideInInspector] _SubsurfaceMaskRange("Subsurface Mask Range", Vector) = (0, 1, 0, 0) |
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[HideInInspector] _SubsurfaceMaskMapChannelMask("Subsurface Mask Map Channel Mask", Vector) = (1, 0, 0, 0) |
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_SubsurfaceMaskMapRemap("Subsurface Mask Remap", Vector) = (0, 1, 0, 0) |
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[HideInInspector] _SubsurfaceMaskMapRange("Subsurface Mask Range", Vector) = (0, 1, 0, 0) |
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[ToggleUI] _EnableTransmission("Enable Transmission", Float) = 0.0 |
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[HideInInspector] _ThicknessMapShow("Thickness Show", Float) = 0 |
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_ThicknessMapUV("Thickness Map UV", Float) = 0.0 |
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_ThicknessMapUVLocal("Thickness Map UV Local", Float) = 0.0 |
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_ThicknessMapChannel("Thickness Map Channel", Float) = 0.0 |
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_ThicknessMapChannelMask("Thickness Map Channel Mask", Vector) = (1, 0, 0, 0) |
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_ThicknessRemap("Thickness Remap", Vector) = (0, 1, 0, 0) |
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[ToggleUI] _ThicknessRemapInverted("Invert Thickness Remap", Float) = 0.0 |
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[HideInInspector] _ThicknessRange("Thickness Range", Vector) = (0, 1, 0, 0) |
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[HideInInspector] _ThicknessMapChannelMask("Thickness Map Channel Mask", Vector) = (1, 0, 0, 0) |
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_ThicknessMapRemap("Thickness Remap", Vector) = (0, 1, 0, 0) |
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[ToggleUI] _ThicknessMapRemapInverted("Invert Thickness Remap", Float) = 0.0 |
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[HideInInspector] _ThicknessMapRange("Thickness Range", Vector) = (0, 1, 0, 0) |
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[ToggleUI] _EnableIridescence("Enable Iridescence", Float) = 0.0 // UI only |
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_IridescenceIor("TopIOR over iridescent layer", Range(1.0, 2.0)) = 1.5 |
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_IridescenceThicknessMapUV("IridescenceThickness Map UV", Float) = 0.0 |
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_IridescenceThicknessMapLocal("IridescenceThickness Map UV Local", Float) = 0.0 |
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_IridescenceThicknessMapChannel("IridescenceThickness Map Channel", Float) = 0.0 |
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_IridescenceThicknessMapChannelMask("IridescenceThickness Map Channel Mask", Vector) = (1, 0, 0, 0) |
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_IridescenceThicknessRemap("IridescenceThickness Remap", Vector) = (0, 1, 0, 0) |
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[ToggleUI] _IridescenceThicknessRemapInverted("Invert IridescenceThickness Remap", Float) = 0.0 |
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[HideInInspector] _IridescenceThicknessRange("IridescenceThickness Range", Vector) = (0, 1, 0, 0) |
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[HideInInspector] _IridescenceThicknessMapChannelMask("IridescenceThickness Map Channel Mask", Vector) = (1, 0, 0, 0) |
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_IridescenceThicknessMapRemap("IridescenceThickness Remap", Vector) = (0, 1, 0, 0) |
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[ToggleUI] _IridescenceThicknessMapRemapInverted("Invert IridescenceThickness Remap", Float) = 0.0 |
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[HideInInspector] _IridescenceThicknessMapRange("IridescenceThickness Range", Vector) = (0, 1, 0, 0) |
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[HideInInspector] _IridescenceMaskMapShow("Iridescence Mask Map Show", Float) = 0 |
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_IridescenceMask("Iridescence Mask", Range(0.0, 1.0)) = 1.0 |
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_IridescenceMaskMapUVLocal("Iridescence Mask UV Local", Float) = 0.0 |
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_IridescenceMaskMapChannel("Iridescence Mask Map Channel", Float) = 0.0 |
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_IridescenceMaskMapChannelMask("Iridescence Mask Map Channel Mask", Vector) = (1, 0, 0, 0) |
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_IridescenceMaskRemap("Iridescence Mask Remap", Vector) = (0, 1, 0, 0) |
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[HideInInspector] _IridescenceMaskRange("Iridescence Mask Range", Vector) = (0, 1, 0, 0) |
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[HideInInspector] _IridescenceMaskMapChannelMask("Iridescence Mask Map Channel Mask", Vector) = (1, 0, 0, 0) |
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_IridescenceMaskMapRemap("Iridescence Mask Remap", Vector) = (0, 1, 0, 0) |
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[HideInInspector] _IridescenceMaskMapRange("Iridescence Mask Range", Vector) = (0, 1, 0, 0) |
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// Detail map (mask, normal, smoothness) |
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[ToggleUI] _EnableDetails("Enable Details", Float) = 0.0 |
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[HideInInspector] _DetailMaskMapShow("DetailMask Map Show", Float) = 0 |
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_DetailMaskMap("DetailMask Map", 2D) = "white" {} |
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_DetailMaskMapUV("DetailMask Map UV", Float) = 0.0 |
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_DetailMaskMapUVLocal("DetailMask Map UV Local", Float) = 0.0 |
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_DetailMaskMapChannel("DetailMask Map Channel", Float) = 0.0 |
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[HideInInspector] _DetailMaskMapChannelMask("DetailSmoothness Map Channel Mask", Vector) = (1, 0, 0, 0) |
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[HideInInspector] _DetailNormalMapShow("DetailNormalMap Show", Float) = 0.0 |
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_DetailNormalMap("DetailNormalMap", 2D) = "bump" {} // Tangent space normal map |
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_DetailNormalMapUV("DetailNormalMapUV", Float) = 0.0 |
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_DetailNormalMapUVLocal("DetailNormalMapUV Local", Float) = 0.0 |
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_DetailNormalScale("DetailNormal Scale", Range(0.0, 2.0)) = 1 |
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[HideInInspector] _DetailSmoothnessMapShow("DetailSmoothness Map Show", Float) = 0 |
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_DetailSmoothnessMap("DetailSmoothness Map", 2D) = "grey" {} // Neutral is 0.5 for detail map |
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_DetailSmoothnessMapUV("DetailSmoothness Map UV", Float) = 0.0 |
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_DetailSmoothnessMapUVLocal("DetailSmoothness Map UV Local", Float) = 0.0 |
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_DetailSmoothnessMapChannel("DetailSmoothness Map Channel", Float) = 0.0 |
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[HideInInspector] _DetailSmoothnessMapChannelMask("DetailSmoothness Map Channel Mask", Vector) = (1, 0, 0, 0) |
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_DetailSmoothnessMapRemap("DetailSmoothness Remap", Vector) = (0, 1, 0, 0) |
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[ToggleUI] _DetailSmoothnessMapRemapInverted("Invert SmoothnessA Remap", Float) = 0.0 |
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[HideInInspector] _DetailSmoothnessMapRange("DetailSmoothness Range", Vector) = (0, 1, 0, 0) |
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_DetailSmoothnessScale("DetailSmoothness Scale", Range(0.0, 2.0)) = 1 |
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// Distortion |
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_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {} |
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[ToggleUI] _DistortionEnable("Enable Distortion", Float) = 0.0 |
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[ToggleUI] _DistortionOnly("Distortion Only", Float) = 0.0 |
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// Sections show values. |
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[HideInInspector] _MaterialFeaturesShow("_MaterialFeaturesShow", Float) = 1.0 |
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[HideInInspector] _StandardShow("_StandardShow", Float) = 0.0 |
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[HideInInspector] _DetailsShow("_DetailsShow", Float) = 0.0 |
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[HideInInspector] _EmissiveShow("_EmissiveShow", Float) = 0.0 |
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[HideInInspector] _CoatShow("_CoatShow", Float) = 0.0 |
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[HideInInspector] _DebugShow("_DebugShow", Float) = 0.0 |
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#pragma shader_feature _ALPHATEST_ON |
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#pragma shader_feature _DOUBLESIDED_ON |
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#pragma shader_feature _NORMALMAP_TANGENT_SPACE |
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#pragma shader_feature _USE_DETAILMAP |
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#pragma shader_feature _USE_UV2 |
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#pragma shader_feature _USE_UV3 |
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#pragma shader_feature _USE_TRIPLANAR |
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