Shader "Thry/Example 1" { Properties { [HideInInspector] shader_is_using_thry_editor("", Float)=0 [HideInInspector] shader_master_label("Example 1", Float) = 0 [HideInInspector] shader_presets("ThryPresetsExample", Float) = 0 [HideInInspector] shader_properties_label_file("ThryLabelExample", Float) = 0 [HideInInspector] footer_website("", Float) = 0 [HideInInspector] footer_github("", Float) = 0 shader_properties_locale("locale::locale--{file_name:thry_locale_example}", Float) = 0 [Enum(Cutout,0,Transparent,1)]variant_selector("Variant--{on_value_actions:[{value:0,actions:[{type:SET_PROPERTY,data:_ZWrite=1},{type:SET_SHADER,data:Thry/Example 1}]},{value:1,actions:[{type:SET_PROPERTY,data:_ZWrite=0},{type:SET_SHADER,data:Thry/Example 2}]}]}",Float) = 0 [ThryWideEnum(Opaque, 0, Cutout, 1, Fade, 2, Transparent, 3, Additive, 4, Soft Additive, 5, Multiplicative, 6, 2x Multiplicative, 7, Multiplicative Grab Pass, 8)]_Mode("Rendering Preset--{on_value:'' 0,render_queue = 2000,render_type = Opaque,_BlendOp = 0,_BlendOpAlpha = 0,_Cutoff = 0,_SrcBlend = 1,_DstBlend = 0,_AlphaToMask = 0,_ZWrite = 1,_ZTest = 4,_AlphaPremultiply = 0; 1,render_queue = 2460,render_type = TransparentCutout,_BlendOp = 0,_BlendOpAlpha = 0,_Cutoff = 0.5,_SrcBlend = 1,_DstBlend = 0,_AlphaToMask = 1,_ZWrite = 1,_ZTest = 4,_AlphaPremultiply = 0 '' }", Int) = 0 [HideInInspector] m_mainOptions("Main", Float) = 0 _Color("Color & Alpha", Color) = (1, 1, 1, 1) [Helpbox]_HelpboxForSomething("Alpha is controlled in the color", Float) = 1 _Saturation("Saturation", Range(-1, 1)) = 0 _MainVertexColoring("Use Vertex Color", Range(0,1)) = 0 _MainEmissionStrength("Basic Emission", Range(0, 20)) = 0 [Curve]_MainTex("Texture", 2D) = "white" { } [PanningTexture][Normal]_BumpMap("Normal Map", 2D) = "bump" { } [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _BumpMapUV("Normal UV#", Int) = 0 [HideInInspector][Vector2]_MainNormalPan("Panning", Vector) = (0, 0, 0, 0) _BumpScale("Normal Intensity", Range(0, 10)) = 1 _AlphaMask("Alpha Mask", 2D) = "white" { } [Vector2]_GlobalPanSpeed("Global Pan Speed", Vector) = (0, 0, 0, 0) [HideInInspector] m_start_Alpha("Alpha Options--{altClick:{type:URL,data:https://thryrallo.de}}", Float) = 0 _Clip("Alpha Cuttoff", Range(0, 1.001)) = 0.5 [Toggle(_)]_ForceOpaque("Force Opaque", Float) = 0 [Toggle(_)]_MainAlphaToCoverage("Alpha To Coverage", Float) = 1 _MainMipScale("Mip Level Alpha Scale", Range(0, 1)) = 0.25 [HideInInspector] m_end_Alpha("Alpha Options", Float) = 0 [HideInInspector] m_start_DetailOptions("Details", Float) = 0 _DetailMask("Detail Mask (R:Texture, G:Normal)", 2D) = "white" { } [PanningTexture]_DetailTex("Detail Texture", 2D) = "gray" { } [HideInInspector][Vector2]_DetailTexturePan("Panning", Vector) = (0, 0, 0, 0) [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _DetailTexUV("Detail Tex UV#", Int) = 0 _DetailTexIntensity("Detail Tex Intensity", Range(0, 10)) = 1 _DetailBrightness("Detail Brightness:", Range(0, 2)) = 1 _DetailTint("Detail Tint", Color) = (1, 1, 1) [Normal]_DetailNormalMap("Detail Normal", 2D) = "bump" { } [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _DetailNormalUV("Detail Normal UV#", Int) = 0 _DetailNormalMapScale("Detail Normal Intensity", Range(0, 10)) = 1 [HideInInspector][Vector2]_MainDetailNormalPan("Panning", Vector) = (0, 0, 0, 0) [HideInInspector] m_end_DetailOptions("Details", Float) = 0 [HideInInspector] m_lightingOptions("Lighting Options", Float) = 0 [HideInInspector] m_start_Lighting("Light and Shadow", Float) = 0 [Toggle(_NORMALMAP)]_EnableLighting("Enable Lighting", Float) = 1 [HideInInspector] g_start_l("", Int) = 0 [Enum(Natural, 0, Controlled, 1, Standardish, 2)] _LightingType("Lighting Type", Int) = 1 [Gradient]_ToonRamp("Lighting Ramp", 2D) = "white" { } _LightingShadowMask("Shadow Mask (R)", 2D) = "white" { } _ShadowStrength("Shadow Strength", Range(0, 1)) = .2 _ShadowOffset("Shadow Offset", Range(-1, 1)) = 0 _AOMap("AO Map", 2D) = "white" { } [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _LightingAOUV("AO Map UV#", Int) = 0 _AOStrength("AO Strength", Range(0, 1)) = 1 _LightingMinLightBrightness("Min Brightness", Range(0,1)) = 0 [HideInInspector] m_start_lightingStandard("Standardish Settings", Float) = 0 _LightingStandardSmoothness("Smoothness", Range(0, 1)) = 0 [HideInInspector] m_end_lightingStandard("Standardish Settings", Float) = 0 [HideInInspector] m_start_lightingAdvanced("Advanced", Float) = 0 _LightingIndirectContribution("Indirect Contribution", Range(0, 1)) = .25 _AdditiveSoftness("Additive Softness", Range(0, 0.5)) = 0.005 _AdditiveOffset("Additive Offset", Range(-0.5, 0.5)) = 0 _LightingAdditiveIntensity("Additive Intensity", Range(0,1)) = 1 _AttenuationMultiplier("Attenuation", Range(0, 1)) = 0 [HideInInspector] m_end_lightingAdvanced("Advanced", Float) = 0 [HideInInspector] m_start_lightingBeta("Beta", Float) = 0 [Toggle(_)]_LightingStandardControlsToon("Standard Lighting Controls Toon Ramp", Float) = 0 [HideInInspector] m_end_lightingBeta("Beta", Float) = 0 [HideInInspector] g_end_l("", Int) = 0 [HideInInspector] m_end_Lighting("Light and Shadow", Float) = 0 [HideInInspector] m_start_subsurface("Subsurface Scattering", Float) = 0 [Toggle(_TERRAIN_NORMAL_MAP)]_EnableSSS("Enable Subsurface Scattering", Float) = 0 _SSSColor("Subsurface Color", Color) = (1, 1, 1, 1) _SSSThicknessMap("Thickness Map", 2D) = "black" { } _SSSThicknessMod("Thickness mod", Range(-1, 1)) = 0 _SSSSCale("Light Strength", Range(0, 1)) = 0 _SSSPower("Light Spread", Range(1, 100)) = 1 _SSSDistortion("Light Distortion", Range(0, 1)) = 0 [HideInInspector] m_end_subsurface("Subsurface Scattering", Float) = 0 [HideInInspector] m_start_rimLightOptions("Rim Lighting", Float) = 0 [Toggle(_GLOSSYREFLECTIONS_OFF)]_EnableRimLighting("Enable Rim Lighting", Float) = 0 [Toggle(_)]_RimLightingInvert("Invert Rim Lighting", Float) = 0 _RimLightColor("Rim Color", Color) = (1, 1, 1, 1) _RimWidth("Rim Width", Range(0, 1)) = 0.8 _RimSharpness("Rim Sharpness", Range(0, 1)) = .25 _RimStrength("Rim Emission", Range(0, 20)) = 0 _RimBrighten("Rim Color Brighten", Range(0, 3)) = 0 _RimLightColorBias("Rim Color Bias", Range(0, 1)) = 0 [PanningTexture]_RimTex("Rim Texture", 2D) = "white" { } _RimMask("Rim Mask", 2D) = "white" { } [HideInInspector][Vector2]_RimTexPanSpeed("Panning", Vector) = (0, 0, 0, 0) [HideInInspector] m_start_reflectionRim("Environmental Rim", Float) = 0 [Toggle(_)]_EnableEnvironmentalRim("Enable Environmental Rim", Float) = 0 _RimEnviroMask("Mask", 2D) = "white" { } _RimEnviroBlur("Blur", Range(0, 1)) = 0.7 _RimEnviroWidth("Rim Width", Range(0, 1)) = 0.45 _RimEnviroSharpness("Rim Sharpness", Range(0, 1)) = 0 _RimEnviroMinBrightness("Min Brightness Threshold", Range(0, 2)) = 0 [HideInInspector] m_end_reflectionRim("Environmental Rim", Float) = 0 [HideInInspector] m_start_rimWidthNoise("Width Noise", Float) = 0 [PanningTexture]_RimWidthNoiseTexture("Rim Width Noise", 2D) = "black" { } _RimWidthNoiseStrength("Intensity", Range(0, 1)) = 0.1 [HideInInspector][Vector2]_RimWidthNoisePan("Panning", Vector) = (0, 0, 0, 0) [HideInInspector] m_end_rimWidthNoise("Width Noise", Float) = 0 [HideInInspector] m_start_ShadowMix("Shadow Mix", Float) = 0 _ShadowMix("Shadow Mix In", Range(0, 1)) = 0 _ShadowMixThreshold("Shadow Mix Threshold", Range(0, 1)) = .5 _ShadowMixWidthMod("Shadow Mix Width Mod", Range(0, 10)) = .5 [HideInInspector] m_end_ShadowMix("Shadow Mix", Float) = 0 [HideInInspector] m_end_rimLightOptions("Rim Lighting", Float) = 0 [HideInInspector] m_start_bakedLighting("Baked Lighting", Float) = 0 _GIEmissionMultiplier("GI Emission Multiplier", Float) = 1 [HideInInspector] DSGI("DSGI", Float) = 0 //add this property for double sided illumination settings to be shown [HideInInspector] LightmapFlags("Lightmap Flags", Float) = 0 //add this property for lightmap flags settings to be shown [HideInInspector] m_end_bakedLighting("Baked Lighting", Float) = 0 [HideInInspector] m_reflectionOptions("Reflections", Float) = 0 [HideInInspector] m_start_Metallic("Metallics", Float) = 0 [Toggle(_METALLICGLOSSMAP)]_EnableMetallic("Enable Metallics", Float) = 0 _CubeMap("Baked CubeMap", Cube) = "" { } [Toggle(_)]_SampleWorld("Force Baked Cubemap", Range(0, 1)) = 0 _MetalReflectionTint("Reflection Tint", Color) = (1, 1, 1) _MetallicMask("Metallic Mask", 2D) = "white" { } _Metallic("Metallic", Range(0, 1)) = 0 _SmoothnessMask("Smoothness Map", 2D) = "white" { } [Toggle(_)]_InvertSmoothness("Invert Smoothness Map", Range(0, 1)) = 0 _Smoothness("Smoothness", Range(0, 1)) = 0 [HideInInspector] m_end_Metallic("Metallics", Float) = 0 [HideInInspector] m_start_clearCoat("Clear Coat", Float) = 0 [Toggle(_COLORCOLOR_ON)]_EnableClearCoat("Enable Clear Coat", Float) = 0 [Enum(Vertex, 0, Pixel, 1)] _ClearCoatNormalToUse("What Normal?", Int) = 0 _ClearCoatCubeMap("Baked CubeMap", Cube) = "" { } [Toggle(_)]_ClearCoatSampleWorld("Force Baked Cubemap", Range(0, 1)) = 0 _ClearCoatTint("Reflection Tint", Color) = (1, 1, 1) _ClearCoatMask("Mask", 2D) = "white" { } _ClearCoat("Clear Coat", Range(0, 1)) = 1 _ClearCoatSmoothnessMask("Smoothness Map", 2D) = "white" { } [Toggle(_)]_ClearCoatInvertSmoothness("Invert Smoothness Map", Range(0, 1)) = 0 _ClearCoatSmoothness("Smoothness", Range(0, 1)) = 0 [Toggle(_)]_ClearCoatForceLighting("Force Lighting", Float) = 0 [HideInInspector] m_end_clearCoat("Clear Coat", Float) = 0 [HideInInspector] m_start_matcap("Matcap / Sphere Textures", Float) = 0 [Toggle(_COLORADDSUBDIFF_ON)]_MatcapEnable("Enable Matcap", Float) = 0 _MatcapColor("Color", Color) = (1, 1, 1, 1) [TextureNoSO]_Matcap("Matcap", 2D) = "white" { } _MatcapBorder("Border", Range(0, .5)) = 0.43 _MatcapMask("Mask", 2D) = "white" { } _MatcapIntensity("Intensity", Range(0, 5)) = 1 _MatcapLightMask("Hide in Shadow", Range(0, 1)) = 0 _MatcapReplace("Replace With Matcap", Range(0, 1)) = 1 _MatcapMultiply("Multiply Matcap", Range(0, 1)) = 0 _MatcapAdd("Add Matcap", Range(0, 1)) = 0 [Enum(Vertex, 0, Pixel, 1)] _MatcapNormal("Normal to use", Int) = 1 [HideInInspector] m_end_matcap("Matcap", Float) = 0 [HideInInspector] m_start_Matcap2("Matcap 2", Float) = 0 [Toggle(_)]_Matcap2Enable("Enable Matcap 2", Float) = 0 _Matcap2Color("Color", Color) = (1, 1, 1, 1) [TextureNoSO]_Matcap2("Matcap", 2D) = "white" { } _Matcap2Border("Border", Range(0, .5)) = 0.43 _Matcap2Mask("Mask", 2D) = "white" { } _Matcap2Intensity("Intensity", Range(0, 5)) = 1 _Matcap2LightMask("Hide in Shadow", Range(0, 1)) = 0 _Matcap2Replace("Replace With Matcap", Range(0, 1)) = 0 _Matcap2Multiply("Multiply Matcap", Range(0, 1)) = 0 _Matcap2Add("Add Matcap", Range(0, 1)) = 0 [Enum(Vertex, 0, Pixel, 1)] _Matcap2Normal("Normal to use", Int) = 1 [HideInInspector] m_end_Matcap2("Matcap 2", Float) = 0 [HideInInspector] m_start_specular("Specular Reflections", Float) = 0 [Toggle(_SPECGLOSSMAP)]_EnableSpecular("Enable Specular", Float) = 0 [Enum(Realistic, 1, Toon, 2, Anisotropic, 3)] _SpecularType("Specular Type", Int) = 1 _SpecularMinLightBrightness("Min Light Brightness", Range(0, 1)) = 0 _SpecularTint("Specular Tint", Color) = (.2, .2, .2, 1) _SpecularMixAlbedoIntoTint("Mix Material Color Into Tint", Range(0, 1)) = 0 _SpecularSmoothness("Smoothness", Range(-2, 1)) = .75 _SpecularMap("Specular Map", 2D) = "white" { } [Toggle(_)]_SpecularInvertSmoothness("Invert Smoothness", Float) = 0 _SpecularMask("Specular Mask", 2D) = "white" { } [Enum(Alpha, 0, Grayscale, 1)] _SmoothnessFrom("Smoothness From", Int) = 1 [HideInInspector] m_start_SpecularToon("Toon", Float) = 0 [MultiSlider]_SpecularToonInnerOuter("Inner/Outer Edge", Vector) = (0.25, 0.3, 0, 1) [HideInInspector] m_end_SpecularToon("Toon", Float) = 0 [HideInInspector] m_start_Anisotropic("Anisotropic", Float) = 0 [Enum(Tangent, 0, Bitangent, 1)] _SpecWhatTangent("(Bi)Tangent?", Int) = 0 _AnisoSpec1Alpha("Spec1 Alpha", Range(0, 1)) = 1 _AnisoSpec2Alpha("Spec2 Alpha", Range(0, 1)) = 1 //_Spec1Offset ("Spec1 Offset", Float) = 0 //_Spec1JitterStrength ("Spec1 Jitter Strength", Float) = 1.0 _Spec2Smoothness("Spec2 Smoothness", Range(0, 1)) = 0 //_Spec2Offset ("Spec2 Offset", Float) = 0 //_Spec2JitterStrength ("Spec2 Jitter Strength", Float) = 1.0 [Toggle(_)]_AnisoUseTangentMap("Use Directional Map?", Float) = 0 _AnisoTangentMap("Anisotropic Directional Map", 2D) = "bump" { } //_ShiftTexture ("Shift Texture", 2D) = "black" { } [HideInInspector] m_end_Anisotropic("Anisotropic", Float) = 0 [HideInInspector] m_end_specular("Specular Reflections", Float) = 0 [HideInInspector] m_Special_Effects("Special Effects", Float) = 0 [HideInInspector] m_start_emissionOptions("Emission / Glow", Float) = 0 [Toggle(_EMISSION)]_EnableEmission("Enable Emission", Float) = 0 [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _EmissionUV("Emission UV#", Int) = 0 [HDR]_EmissionColor("Emission Color", Color) = (1, 1, 1, 1) [PanningTexture]_EmissionMap("Emission Map", 2D) = "white" { } [PanningTexture]_EmissionMask("Emission Mask", 2D) = "white" { } [HideInInspector][Vector2]_EmissionMapPan("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Vector2]_EmissionMaskPan("Panning", Vector) = (0, 0, 0, 0) _EmissionStrength("Emission Strength", Range(0, 20)) = 0 // Inward out emission [HideInInspector] m_start_CenterOutEmission("Center Out Emission", Float) = 0 [Toggle(_)]_EmissionCenterOutEnabled("Enable Center Out", Float) = 0 _EmissionCenterOutSpeed("Flow Speed", Float) = 5 [HideInInspector] m_end_CenterOutEmission("inward out emission", Float) = 0 //Glow in the dark Emission [HideInInspector] m_start_glowInDarkEmissionOptions("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0 [Toggle(_)]_EnableGITDEmission("Enable Glow In The Dark", Float) = 0 [Enum(World, 0, Mesh, 1)] _GITDEWorldOrMesh("Lighting Type", Int) = 0 _GITDEMinEmissionMultiplier("Min Emission Multiplier", Range(0, 1)) = 1 _GITDEMaxEmissionMultiplier("Max Emission Multiplier", Range(0, 1)) = 0 _GITDEMinLight("Min Lighting", Range(0, 1)) = 0 _GITDEMaxLight("Max Lighting", Range(0, 1)) = 1 [HideInInspector] m_end_glowInDarkEmissionOptions("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0 [HideInInspector] m_start_blinkingEmissionOptions("Blinking Emission", Float) = 0 _EmissiveBlink_Min("Emissive Blink Min", Float) = 1 _EmissiveBlink_Max("Emissive Blink Max", Float) = 1 _EmissiveBlink_Velocity("Emissive Blink Velocity", Float) = 4 [HideInInspector] m_end_blinkingEmissionOptions("Blinking Emission", Float) = 0 [HideInInspector] m_start_scrollingEmissionOptions("Scrolling Emission", Float) = 0 [Toggle(_)] _ScrollingEmission("Enable Scrolling Emission", Float) = 0 _EmissiveScroll_Direction("Emissive Scroll Direction", Vector) = (0, -10, 0, 0) _EmissiveScroll_Width("Emissive Scroll Width", Float) = 10 _EmissiveScroll_Velocity("Emissive Scroll Velocity", Float) = 10 _EmissiveScroll_Interval("Emissive Scroll Interval", Float) = 20 [HideInInspector] m_end_scrollingEmissionOptions("Scrolling Emission", Float) = 0 [HideInInspector] m_end_emissionOptions("Emission / Glow", Float) = 0 [HideInInspector] m_start_flipBook("Flipbook", Float) = 0 [Toggle(_FLIPBOOK_BLENDING)]_EnableFlipbook("Enable Flipbook", Float) = 0 [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _FlipbookUV("Flipbook UV#", Int) = 0 [TextureArray]_FlipbookTexArray("Texture Array--{reference_property:_FlipbookTotalFrames}", 2DArray) = "" { } _FlipbookColor("Color & alpha", Color) = (1, 1, 1, 1) _FlipbookTotalFrames("Total Frames", Int) = 1 _FlipbookFPS("FPS", Float) = 30.0 _FlipbookScaleOffset("Scale | Offset", Vector) = (1, 1, 0, 0) [Toggle(_)]_FlipbookTiled("Tiled?", Float) = 0 _FlipbookEmissionStrength("Emission Strength", Range(0, 20)) = 0 _FlipbookRotation("Rotation", Range(0, 360)) = 0 _FlipbookReplace("Replace", Range(0, 1)) = 1 _FlipbookMultiply("Multiply", Range(0, 1)) = 0 _FlipbookAdd("Add", Range(0, 1)) = 0 [HideInInspector] m_start_manualFlipbookControl("Manual Control", Float) = 0 _FlipbookCurrentFrame("Current Frame", Float) = -1 [HideInInspector] m_end_manualFlipbookControl("Manual Control", Float) = 0 [HideInInspector] m_end_flipBook("Flipbook", Float) = 0 [HideInInspector] m_start_dissolve("Dissolve", Float) = 0 [Toggle(_ALPHABLEND_ON)]_EnableDissolve("Enable Dissolve", Float) = 0 [Enum(Basic, 1, Point2Point, 2)] _DissolveType("Dissolve Type", Int) = 1 _DissolveEdgeWidth("Edge Width", Range(0, .5)) = 0.025 _DissolveEdgeHardness("Edge Hardness", Range(0, 1)) = 0.5 _DissolveEdgeColor("Edge Color", Color) = (1, 1, 1, 1) [Gradient]_DissolveEdgeGradient("Edge Gradient", 2D) = "white" { } _DissolveEdgeEmission("Edge Emission", Range(0, 20)) = 0 _DissolveTextureColor("Dissolve to Color", Color) = (1, 1, 1, 1) [PanningTexture]_DissolveToTexture("Dissolve to Texture", 2D) = "white" { } _DissolveToEmissionStrength("Dissolve to Emission Strength", Range(0, 20)) = 0 [HideInInspector][Vector2]_DissolveToPanning("Panning", Vector) = (0, 0, 0, 0) [PanningTexture]_DissolveNoiseTexture("Dissolve Noise", 2D) = "white" { } [Toggle(_)]_DissolveInvertNoise("Invert Noise", Float) = 0 [PanningTexture]_DissolveDetailNoise("Dissolve Detail Noise", 2D) = "black" { } [Toggle(_)]_DissolveInvertDetailNoise("Invert Detail Noise", Float) = 0 _DissolveDetailStrength("Dissolve Detail Strength", Range(0, 1)) = 0.1 [HideInInspector][Vector2]_DissolveNoisePan("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Vector2]_DissolveDetailPan("Panning", Vector) = (0, 0, 0, 0) _DissolveAlpha("Dissolve Alpha", Range(0, 1)) = 0 _DissolveMask("Dissolve Mask", 2D) = "white" { } [Toggle(_)]_ContinuousDissolve("Continuous Dissolve Speed", Float) = 0 [HideInInspector] m_start_pointToPoint("point to point", Float) = 0 [Enum(Local, 0, World, 1)] _DissolveP2PWorldLocal("World/Local", Int) = 0 _DissolveP2PEdgeLength("Edge Length", Float) = 0.1 [Vector3]_DissolveStartPoint("Start Point", Vector) = (0, -1, 0, 0) [Vector3]_DissolveEndPoint("End Point", Vector) = (0, 1, 0, 0) [HideInInspector] m_end_pointToPoint("Point To Point", Float) = 0 [HideInInspector] m_end_dissolve("Dissolve", Float) = 0 [HideInInspector] m_start_panosphereOptions("Panosphere / Cubemaps", Float) = 0 [Toggle(_DETAIL_MULX2)]_PanoToggle("Enable Panosphere", Float) = 0 _PanosphereColor("Color", Color) = (1, 1, 1, 1) _PanosphereTexture("Texture", 2D) = "white" { } _PanoMapTexture("Mask", 2D) = "white" { } _PanoEmission("Emission Strength", Range(0, 10)) = 0 _PanoBlend("Alpha", Range(0, 1)) = 0 [Vector3]_PanospherePan("Pan Speed", Vector) = (0, 0, 0, 0) [Toggle(_)]_PanoCubeMapToggle("Use Cubemap", Float) = 0 [TextureNoSO]_PanoCubeMap("CubeMap", Cube) = "" { } [HideInInspector] m_end_panosphereOptions("Panosphere / Cubemaps", Float) = 0 [HideInInspector] m_start_mirrorOptions("Mirror", Float) = 0 [Toggle(_REQUIRE_UV2)]_EnableMirrorOptions("Enable Mirror Options", Float) = 0 [Enum(ShowInBoth, 0, ShowOnlyInMirror, 1, DontShowInMirror, 2)] _Mirror("Show in mirror", Int) = 0 [Toggle(_)]_EnableMirrorTexture("Enable Mirror Texture", Float) = 0 _MirrorTexture("Mirror Tex", 2D) = "white" { } [HideInInspector] m_end_mirrorOptions("Mirror", Float) = 0 [HideInInspector] m_start_distanceFade("Distance Fade", Float) = 0 _MainMinAlpha("Minimum Alpha", Range(0, 1)) = 0 _MainFadeTexture("Fade Map", 2D) = "white" { } [Vector2]_MainDistanceFade("Distance Fade X to Y", Vector) = (0, 0, 0, 0) [HideInInspector] m_end_distanceFade("Distance Fade", Float) = 0 [HideInInspector] m_start_angularFade("Angular Fade", Float) = 0 [Toggle(_SUNDISK_NONE)]_EnableRandom("Enable Angular Fade", Float) = 0 [Enum(Camera Face Model, 0, Model Face Camera, 1, Face Each Other, 2)] _AngleType("Angle Type", Int) = 0 [Enum(Model, 0, Vertex, 1)] _AngleCompareTo("Model or Vert Positon", Int) = 0 [Vector3]_AngleForwardDirection("Forward Direction", Vector) = (0, 0, 1, 0) _CameraAngleMin("Camera Angle Min", Range(0, 180)) = 45 _CameraAngleMax("Camera Angle Max", Range(0, 180)) = 90 _ModelAngleMin("Model Angle Min", Range(0, 180)) = 45 _ModelAngleMax("Model Angle Max", Range(0, 180)) = 90 _AngleMinAlpha("Min Alpha", Range(0, 1)) = 0 [HideInInspector] m_end_angularFade("Angular Fade", Float) = 0 // End Special Effects [HideInInspector] m_parallaxMap("Parallax", Float) = 0 [Toggle(_PARALLAXMAP)]_ParallaxMap("Enable Parallax FX", Float) = 0 [Toggle(_)]_ParallaxHeightMapEnabled("Enable Parallax Height", Float) = 0 [Toggle(_)]_ParallaxInternalMapEnabled("Enable Parallax Internal", Float) = 0 [HideInInspector] m_start_parallaxHeightmap("Heightmap", Float) = 0 _ParallaxHeightMap("Height Map", 2D) = "black" { } _ParallaxStrength("Parallax Strength", Range(0, 1)) = 0 [HideInInspector] m_end_parallaxHeightmap("Heightmap", Float) = 0 [HideInInspector] m_start_parallaxInternal("Internal", Float) = 0 [Enum(Basic, 0, HeightMap, 1)] _ParallaxInternalHeightmapMode("Parallax Mode", Int) = 0 [Toggle(_)]_ParallaxInternalHeightFromAlpha("HeightFromAlpha", Float) = 0 _ParallaxInternalMap("Internal Map", 2D) = "black" { } _ParallaxInternalIterations("Parallax Internal Iterations", Range(1, 50)) = 1 _ParallaxInternalMinDepth("Min Depth", Float) = 0 _ParallaxInternalMaxDepth("Max Depth", Float) = 1 _ParallaxInternalMinFade("Min Depth Brightness", Range(0, 5)) = 0 _ParallaxInternalMaxFade("Max Depth Brightness", Range(0, 5)) = 1 _ParallaxInternalMinColor("Min Depth Color", Color) = (1, 1, 1, 1) _ParallaxInternalMaxColor("Max Depth Color", Color) = (1, 1, 1, 1) [Vector2]_ParallaxInternalPanSpeed("Pan Speed", Vector) = (0, 0, 0, 0) [Vector2]_ParallaxInternalPanDepthSpeed("Per Level Speed Multiplier", Vector) = (0, 0, 0, 0) [HideInInspector] m_end_parallaxInternal("Internal", Float) = 0 [HideInInspector] m_start_parallaxAdvanced("Advanced", Float) = 0 _ParallaxBias("Parallax Bias (0.42)", Float) = 0.42 [HideInInspector] m_end_parallaxAdvanced("Advanced", Float) = 0 [HideInInspector] m_renderingOptions("Rendering Options", Float) = 0 [Enum(UnityEngine.Rendering.CullMode)] _Cull("Cull", Float) = 2 [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4 [Enum(UnityEngine.Rendering.BlendMode)] _SourceBlend("Source Blend", Float) = 5 [Enum(UnityEngine.Rendering.BlendMode)] _DestinationBlend("Destination Blend", Float) = 10 [Enum(Off, 0, On, 1)] _ZWrite("ZWrite", Int) = 1 _ZBias("ZBias", Float) = 0.0 [Toggle(_)]_IgnoreFog("Ignore Fog", Float) = 0 //[HideInInspector] Instancing ("Instancing", Float) = 0 //add this property for instancing variants settings to be shown [HideInInspector] m_start_StencilPassOptions("Stencil", Float) = 0 [IntRange] _StencilRef("Stencil Reference Value", Range(0, 255)) = 0 //[IntRange] _StencilReadMaskRef ("Stencil ReadMask Value", Range(0, 255)) = 0 //[IntRange] _StencilWriteMaskRef ("Stencil WriteMask Value", Range(0, 255)) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp("Stencil Pass Op", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp("Stencil Fail Op", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilZFailOp("Stencil ZFail Op", Float) = 0 [Enum(UnityEngine.Rendering.CompareFunction)] _StencilCompareFunction("Stencil Compare Function", Float) = 8 [HideInInspector] m_end_StencilPassOptions("Stencil", Float) = 0 [HideInInspector] m_start_debugOptions("Debug", Float) = 0 [Toggle(_COLOROVERLAY_ON)]_DebugDisplayDebug("Display Debug Info", Float) = 0 [Enum(Off, 0, Vertex Normal, 1, Pixel Normal, 2, Tangent, 3, Binormal, 4)] _DebugMeshData("Mesh Data", Int) = 0 [Enum(Off, 0, Attenuation, 1, Direct Lighting, 2, Indirect Lighting, 3, light Map, 4, Ramped Light Map, 5, Final Lighting, 6)] _DebugLightingData("Lighting Data", Int) = 0 [Enum(Off, 0, finalSpecular, 1, tangentDirectionMap, 2, shiftTexture, 3)] _DebugSpecularData("Specular Data", Int) = 0 [Enum(Off, 0, View Dir, 1, Tangent View Dir, 2, Forward Dir, 3, WorldPos, 4, View Dot Normal, 5)] _DebugCameraData("Camera Data", Int) = 0 [HideInInspector] m_end_debugOptions("Debug", Float) = 0 } CustomEditor "Thry.ShaderEditor" SubShader{ Tags { "RenderType" = "Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; fixed4 _Color; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) void surf(Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }