Shader "arktoon/Opaque" { Properties { [ATSToggle] _UseDoubleSided ("Double Sided", Float) = 0 [ATSToggle] _DoubleSidedFlipBackfaceNormal ("Flip backface normal", Float) = 0 _DoubleSidedBackfaceLightIntensity ("Backface Light intensity", Range(0, 2)) = 0.5 [ATSToggle] _DoubleSidedBackfaceUseColorShift ("Backface Use Color Shift", Float) = 0 [PowerSlider(2.0)] _DoubleSidedBackfaceHueShiftFromBase ("Backface Hue Shift From Base", Range(-0.5, 0.5)) = 0 _DoubleSidedBackfaceSaturationFromBase ("Backface Saturation From Base", Range(0, 2)) = 1 _DoubleSidedBackfaceValueFromBase ("Backface Value From Base", Range(0, 2)) = 1 _ShadowCasterCulling ("[hidden] Shadow Caster Culling", Float) = 2 _MainTex ("[Common] Base Texture", 2D) = "white" {} _Color ("[Common] Base Color", Vector) = (1,1,1,1) _BumpMap ("[Common] Normal map", 2D) = "bump" {} _BumpScale ("[Common] Normal scale", Range(0, 2)) = 1 _EmissionMap ("[Common] Emission map", 2D) = "white" {} [HDR] _EmissionColor ("[Common] Emission Color", Vector) = (0,0,0,1) [ATSToggle] _UseEmissionParallax ("[Emission Parallax] Use Emission Parallax", Float) = 0 _EmissionParallaxTex ("[Emission Parallax] Texture", 2D) = "black" {} [HDR] _EmissionParallaxColor ("[Emission Parallax] Color", Vector) = (1,1,1,1) _EmissionParallaxMask ("[Emission Parallax] Emission Mask", 2D) = "white" {} _EmissionParallaxDepth ("[Emission Parallax] Depth", Range(-1, 1)) = 0 _EmissionParallaxDepthMask ("[Emission Parallax] Depth Mask", 2D) = "white" {} [ATSToggle] _EmissionParallaxDepthMaskInvert ("[Emission Parallax] Invert Depth Mask", Float) = 0 _Shadowborder ("[Shadow] border ", Range(0, 1)) = 0.6 _ShadowborderBlur ("[Shadow] border Blur", Range(0, 1)) = 0.05 _ShadowborderBlurMask ("[Shadow] border Blur Mask", 2D) = "white" {} _ShadowStrength ("[Shadow] Strength", Range(0, 1)) = 0.5 _ShadowStrengthMask ("[Shadow] Strength Mask", 2D) = "white" {} _ShadowIndirectIntensity ("[Shadow] Indirect face Intensity", Range(0, 0.5)) = 0.25 [ATSToggle] _ShadowUseStep ("[Shadow] use step", Float) = 0 _ShadowSteps ("[Shadow] steps between borders", Range(2, 10)) = 4 _PointAddIntensity ("[PointShadow] Light Intensity", Range(0, 1)) = 1 _PointShadowStrength ("[PointShadow] Strength", Range(0, 1)) = 0.5 _PointShadowborder ("[PointShadow] border ", Range(0, 1)) = 0.5 _PointShadowborderBlur ("[PointShadow] border Blur", Range(0, 1)) = 0.01 _PointShadowborderBlurMask ("[PointShadow] border Blur Mask", 2D) = "white" {} [ATSToggle] _PointShadowUseStep ("[PointShadow] use step", Float) = 0 _PointShadowSteps ("[PointShadow] steps between borders", Range(2, 10)) = 2 [ATSToggle] _ShadowPlanBUsePlanB ("[Plan B] Use Plan B", Float) = 0 _ShadowPlanBDefaultShadowMix ("[Plan B] Shadow mix", Range(0, 1)) = 1 [ATSToggle] _ShadowPlanBUseCustomShadowTexture ("[Plan B] Use Custom Shadow Texture", Float) = 0 [PowerSlider(2.0)] _ShadowPlanBHueShiftFromBase ("[Plan B] Hue Shift From Base", Range(-0.5, 0.5)) = 0 _ShadowPlanBSaturationFromBase ("[Plan B] Saturation From Base", Range(0, 2)) = 1 _ShadowPlanBValueFromBase ("[Plan B] Value From Base", Range(0, 2)) = 1 _ShadowPlanBCustomShadowTexture ("[Plan B] Custom Shadow Texture", 2D) = "black" {} _ShadowPlanBCustomShadowTextureRGB ("[Plan B] Custom Shadow Texture RGB", Vector) = (1,1,1,1) [ATSToggle] _CustomShadow2nd ("[Plan B-2] CustomShadow2nd", Float) = 0 _ShadowPlanB2border ("[Plan B-2] border ", Range(0, 1)) = 0.55 _ShadowPlanB2borderBlur ("[Plan B-2] border Blur", Range(0, 1)) = 0.55 [ATSToggle] _ShadowPlanB2UseCustomShadowTexture ("[Plan B-2] Use Custom Shadow Texture", Float) = 0 [PowerSlider(2.0)] _ShadowPlanB2HueShiftFromBase ("[Plan B-2] Hue Shift From Base", Range(-0.5, 0.5)) = 0 _ShadowPlanB2SaturationFromBase ("[Plan B-2] Saturation From Base", Range(0, 2)) = 1 _ShadowPlanB2ValueFromBase ("[Plan B-2] Value From Base", Range(0, 2)) = 1 _ShadowPlanB2CustomShadowTexture ("[Plan B-2] Custom Shadow Texture", 2D) = "black" {} _ShadowPlanB2CustomShadowTextureRGB ("[Plan B-2] Custom Shadow Texture RGB", Vector) = (1,1,1,1) [ATSToggle] _UseGloss ("[Gloss] Enabled", Float) = 0 _GlossBlend ("[Gloss] Smoothness", Range(0, 1)) = 0.5 _GlossBlendMask ("[Gloss] Smoothness Mask", 2D) = "white" {} _GlossPower ("[Gloss] Metallic", Range(0, 1)) = 0.5 _GlossColor ("[Gloss] Color", Vector) = (1,1,1,1) [ATSToggle] _UseOutline ("[Outline] Enabled", Float) = 0 _OutlineWidth ("[Outline] Width", Range(0, 20)) = 0.1 _OutlineColor ("[Outline] Color", Vector) = (0,0,0,1) _OutlineTexture ("[Outline] Texture", 2D) = "white" {} _OutlineShadeMix ("[Outline] Shade Mix", Range(0, 1)) = 0 _OutlineTextureColorRate ("[Outline] Texture Color Rate", Range(0, 1)) = 0.05 _OutlineWidthMask ("[Outline] Outline Width Mask", 2D) = "white" {} [ATSToggle] _OutlineUseColorShift ("[Outline] Use Outline Color Shift", Float) = 0 [PowerSlider(2.0)] _OutlineHueShiftFromBase ("[Outline] Hue Shift From Base", Range(-0.5, 0.5)) = 0 _OutlineSaturationFromBase ("[Outline] Saturation From Base", Range(0, 2)) = 1 _OutlineValueFromBase ("[Outline] Value From Base", Range(0, 2)) = 1 [Enum(Add,0, Lighten,1, Screen,2, Unused,3)] _MatcapBlendMode ("[MatCap] Blend Mode", Float) = 3 _MatcapBlend ("[MatCap] Blend", Range(0, 3)) = 1 _MatcapBlendMask ("[MatCap] Blend Mask", 2D) = "white" {} _MatcapNormalMix ("[MatCap] Normal map mix", Range(0, 2)) = 1 _MatcapShadeMix ("[MatCap] Shade Mix", Range(0, 1)) = 0 _MatcapTexture ("[MatCap] Texture", 2D) = "black" {} _MatcapColor ("[MatCap] Color", Vector) = (1,1,1,1) [ATSToggle] _UseReflection ("[Reflection] Enabled", Float) = 0 [ATSToggle] _UseReflectionProbe ("[Reflection] Use Reflection Probe", Float) = 1 _ReflectionReflectionPower ("[Reflection] Reflection Power", Range(0, 1)) = 1 _ReflectionReflectionMask ("[Reflection] Reflection Mask", 2D) = "white" {} _ReflectionNormalMix ("[Reflection] Normal Map Mix", Range(0, 2)) = 1 _ReflectionShadeMix ("[Reflection] Shade Mix", Range(0, 1)) = 0 _ReflectionSuppressBaseColorValue ("[Reflection] Suppress Base Color", Range(0, 1)) = 1 _ReflectionCubemap ("[Reflection] Cubemap", Cube) = "" {} [ATSToggle] _UseRim ("[Rim] Enabled", Float) = 0 _RimBlend ("[Rim] Blend", Range(0, 3)) = 1 _RimBlendMask ("[Rim] Blend Mask", 2D) = "white" {} _RimShadeMix ("[Rim] Shade Mix", Range(0, 1)) = 0 [PowerSlider(3.0)] _RimFresnelPower ("[Rim] Fresnel Power", Range(0, 200)) = 1 _RimUpperSideWidth ("[Rim] Upper width", Range(0, 1)) = 0 [HDR] _RimColor ("[Rim] Color", Vector) = (1,1,1,1) _RimTexture ("[Rim] Texture", 2D) = "white" {} [ATSToggle] _RimUseBaseTexture ("[Rim] Use Base Texture", Float) = 0 [Enum(Darken,0, Multiply,1, Light Shutter,2, Unused,3)] _ShadowCapBlendMode ("[ShadowCap] Blend Mode", Float) = 3 _ShadowCapBlend ("[ShadowCap] Blend", Range(0, 3)) = 1 _ShadowCapBlendMask ("[ShadowCap] Blend Mask", 2D) = "white" {} _ShadowCapNormalMix ("[ShadowCap] Normal map mix", Range(0, 2)) = 1 _ShadowCapTexture ("[ShadowCap] Texture", 2D) = "white" {} _VertexColorBlendDiffuse ("[VertexColor] Blend to diffuse", Range(0, 1)) = 0 _VertexColorBlendEmissive ("[VertexColor] Blend to emissive", Range(0, 1)) = 0 _OtherShadowAdjust ("[Advanced] Other Mesh Shadow Adjust", Range(-0.2, 0.2)) = -0.1 _OtherShadowBorderSharpness ("[Advanced] Other Mesh Shadow Border Sharpness", Range(1, 5)) = 3 [ATSToggle] _UseVertexLight ("[Advanced] Use Per-vertex Lighting", Float) = 1 [Enum(Arktoon,0, Cubed,1)] _LightSampling ("[Light] Sampling Style", Float) = 0 [ATSToggle] _UsePositionRelatedCalc ("[Mat/ShadowCap] Use Position Related Calc (Experimental)", Float) = 0 [HideInInspector] _Version ("[hidden] Version", Float) = 0 } //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 } Fallback "Standard" //CustomEditor "ArktoonShaders.ArktoonInspector" }