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[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 |
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_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 |
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[ToggleOff] _TransparentBackfaceEnable("_TransparentBackfaceEnable", Float) = 0.0 |
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// Transparency |
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[Enum(None, 0, Plane, 1, Sphere, 2)]_RefractionMode("Refraction Mode", Int) = 0 |
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#include "ShaderPass/LitDistortionPass.hlsl" |
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#include "LitData.hlsl" |
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#include "../../ShaderPass/ShaderPassDistortion.hlsl" |
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ENDHLSL |
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} |
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Pass |
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{ |
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Name "TransparentBackface" |
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Tags { "LightMode" = "TransparentBackface" } |
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Blend [_SrcBlend] [_DstBlend] |
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ZWrite [_ZWrite] |
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Cull Front |
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HLSLPROGRAM |
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON |
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED |
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON |
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#pragma multi_compile _ SHADOWS_SHADOWMASK |
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// #include "../../Lighting/Forward.hlsl" |
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#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS |
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#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST |
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#define SHADERPASS SHADERPASS_FORWARD |
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#include "../../ShaderVariables.hlsl" |
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#include "../../Lighting/Lighting.hlsl" |
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#include "ShaderPass/LitSharePass.hlsl" |
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#include "LitData.hlsl" |
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#include "../../ShaderPass/ShaderPassForward.hlsl" |
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ENDHLSL |
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} |
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