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// Blending state |
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[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0 |
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[HideInInspector] _BlendMode ("__blendmode", Float) = 0.0 |
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[HideInInspector] _SrcBlend ("__src", Float) = 1.0 |
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[HideInInspector] _DstBlend ("__dst", Float) = 0.0 |
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[HideInInspector] _ZWrite ("__zw", Float) = 1.0 |
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[HideInInspector] _BlendMode("__blendmode", Float) = 0.0 |
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[HideInInspector] _SrcBlend("__src", Float) = 1.0 |
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[HideInInspector] _DstBlend("__dst", Float) = 0.0 |
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[HideInInspector] _ZWrite("__zw", Float) = 1.0 |
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// Material Id |
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[HideInInspector] _MaterialId("_MaterialId", FLoat) = 0 |
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[Enum(UV0, 0, Planar, 1, TriPlanar, 2)] _UVBase("UV Set for base", Float) = 0 |
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_TexWorldScale("Scale to apply on world coordinate", Float) = 1.0 |
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[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1,0,0,0) |
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[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0) |
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[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1,0,0,0) |
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[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0) |
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[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 |
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} |
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#pragma only_renderers d3d11 ps4// TEMP: unitl we go futher in dev |
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#pragma only_renderers d3d11 ps4// TEMP: until we go futher in dev |
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//------------------------------------------------------------------------------------- |
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// Variant |
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HLSLPROGRAM |
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#define SHADERPASS SHADERPASS_GBUFFER |
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#include "../../Material/Material.hlsl" |
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#include "../../Material/Material.hlsl" |
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#include "ShaderPass/LitSharePass.hlsl" |
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#include "LitData.hlsl" |
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#include "../../ShaderPass/ShaderPassGBuffer.hlsl" |
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HLSLPROGRAM |
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#define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL |
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#include "../../Material/Material.hlsl" |
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#include "../../Material/Material.hlsl" |
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#include "ShaderPass/LitSharePass.hlsl" |
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#include "LitData.hlsl" |
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#include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl" |
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HLSLPROGRAM |
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#define SHADERPASS SHADERPASS_DEPTH_ONLY |
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#include "../../Material/Material.hlsl" |
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#include "../../Material/Material.hlsl" |
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#include "ShaderPass/LitDepthPass.hlsl" |
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#include "LitData.hlsl" |
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#include "../../ShaderPass/ShaderPassDepthOnly.hlsl" |
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HLSLPROGRAM |
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#define SHADERPASS SHADERPASS_DEPTH_ONLY |
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#include "../../Material/Material.hlsl" |
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#include "../../Material/Material.hlsl" |
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#include "ShaderPass/LitDepthPass.hlsl" |
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#include "LitData.hlsl" |
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#include "../../ShaderPass/ShaderPassDepthOnly.hlsl" |
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HLSLPROGRAM |
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#define SHADERPASS SHADERPASS_VELOCITY |
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#include "../../Material/Material.hlsl" |
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#include "../../Material/Material.hlsl" |
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#include "ShaderPass/LitVelocityPass.hlsl" |
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#include "LitData.hlsl" |
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#include "../../ShaderPass/ShaderPassVelocity.hlsl" |
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HLSLPROGRAM |
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#define SHADERPASS SHADERPASS_DISTORTION |
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#include "../../Material/Material.hlsl" |
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#include "../../Material/Material.hlsl" |
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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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#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS |
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//#pragma multi_compile SHADOWFILTERING_FIXED_SIZE_PCF |
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#include "../../Lighting/Lighting.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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