Shader "Raliv/Penetrator" { Properties { _MainTex ("MainTex", 2D) = "white" {} _Color ("Color", Vector) = (0,0,0,0) _Metallic ("Metallic", 2D) = "black" {} _Smoothness ("Smoothness", Range(0, 1)) = 1 _BumpMap ("Normal Map", 2D) = "bump" {} _Emission ("Emission", 2D) = "black" {} _EmissionPower ("EmissionPower", Range(0, 3)) = 1 _Occlusion ("Occlusion", 2D) = "white" {} [Header(Penetration Entry Deformation)] _Squeeze ("Squeeze Minimum Size", Range(0, 0.2)) = 0 _SqueezeDist ("Squeeze Smoothness", Range(0, 0.1)) = 0 _BulgePower ("Bulge Amount", Range(0, 1)) = 0 _BulgeOffset ("Bulge Length", Range(0, 0.3)) = 0 _Length ("Length of Penetrator Model", Range(0, 3)) = 0 [Header(Alignment Adjustment)] _EntranceStiffness ("Entrance Stiffness", Range(0.01, 1)) = 0.01 [Header(Resting Curvature)] _Curvature ("Curvature", Range(-1, 1)) = 0 _ReCurvature ("ReCurvature", Range(-1, 1)) = 0 [Header(Movement)] _Wriggle ("Wriggle Amount", Range(0, 1)) = 0 _WriggleSpeed ("Wriggle Speed", Range(0.1, 30)) = 0.28 [Header(Toon Shading (Check to activate))] _CellShadingSharpness ("Cell Shading Sharpness", Range(0, 1)) = 0 _ToonSpecularSize ("ToonSpecularSize", Range(0, 1)) = 0 _ToonSpecularIntensity ("ToonSpecularIntensity", Range(0, 1)) = 0 [Toggle(_TOONSHADING_ON)] _ToonShading ("Toon Shading", Float) = 0 [Header(Advanced)] _OrificeChannel ("OrificeChannel Please Use 0", Float) = 0 [HideInInspector] _texcoord ("", 2D) = "white" {} [HideInInspector] __dirty ("", Float) = 1 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard #pragma target 3.0 sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } }