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_SpecularColor("SpecularColor", Color) = (1, 1, 1, 1) |
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_SpecularColorMap("SpecularColorMap", 2D) = "white" {} |
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_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {} |
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// Following options are for the GUI inspector and different from the input parameters above |
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// These option below will cause different compilation flag. |
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[ToggleOff] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0 |
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_EmissiveIntensity("EmissiveIntensity", Float) = 0 |
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[ToggleOff] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0 |
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_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {} |
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[ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0 |
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[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0 |
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[ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 0.0 |
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_ThicknessMultiplier("Thickness Multiplier", Float) = 1.0 |
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_TransmittanceColor("Transmittance Color", Color) = (1.0, 1.0, 1.0) |
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_ATDistance("Transmittance Absorption Distance", Float) = 1.0 |
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[ToggleOff] _PreRefractionPass("PreRefractionPass", Float) = 0.0 |
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// Stencil state |
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[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting (fixed at compile time) |
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#pragma shader_feature _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE |
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#pragma shader_feature _VERTEX_WIND |
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#pragma shader_feature _ _TESSELLATION_PHONG |
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#pragma shader_feature _ _REFRACTION_THINPLANE _REFRACTION_THICKPLANE _REFRACTION_THICKSPHERE |
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#pragma shader_feature _REFRACTION_ON |
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#pragma shader_feature _ _MAPPING_PLANAR _MAPPING_TRIPLANAR |
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#pragma shader_feature _NORMALMAP_TANGENT_SPACE |
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Name "Distortion" // Name is not used |
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Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index |
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Blend One One |
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Blend [_DistortionSrcBlend] [_DistortionDstBlend], [_DistortionBlurSrcBlend] [_DistortionBlurDstBlend] |
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BlendOp Add, [_DistortionBlurBlendOp] |
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ZTest [_ZTestMode] |
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ZWrite off |
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Cull [_CullMode] |
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