天津23维预案
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2 years ago
// Marmoset Skyshop
// Copyright 2014 Marmoset LLC
// http://marmoset.co
Shader "Marmoset/Beta/Skin Fast IBL" {
Properties {
_Color ("Diffuse Color", Color) = (1,1,1,1)
_SpecColor ("Specular Color", Color) = (1,1,1,1)
_SpecInt ("Specular Intensity", Float) = 1.0
_Shininess ("Specular Sharpness", Range(2.0,8.0)) = 4.0
_Fresnel ("Specular Fresnel", Range(0.0,1.0)) = 0.0
_MainTex ("Diffuse(RGB) Gloss(A)", 2D) = "white" {}
//_SpecTex ("Specular(RGB) Gloss(A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_SubdermisColor ("Subdermis Color", Color) = (1,1,1,1)
_ConserveEnergy ("Conserve Energy", Range(0.0,1.0)) = 1.0
//_Subdermis ("Subdermis", Range(0.0,1.0)) = 1.0
//_SubdermisTex("Subdermis(RGB) Skin Mask(A)", 2D) = "white" {}
_TranslucencyColor ("Translucency Color", Color) = (1,0.5,0.4,1)
_Translucency ("Translucency", Range(0.0,1.0)) = 1.0
//_TranslucencySky ("Sky Translucency", Range(0.0,1.0)) = 0.0
//_TranslucencyMap ("Translucency Map", 2D) = "white" {}
_FuzzColor ("Fuzz Color", Color) = (1,1,1,1)
_Fuzz ("Fuzz", Range(0.0,1.0)) = 1.0
_FuzzScatter ("Fuzz Scatter", Range(0.0,1.0)) = 1.0
_FuzzOcc ("Fuzz Occlusion", Range(0.5,1.0)) = 0.5
//_Aniso ("Anisotropy", Range(0.0,1.0)) = 0.0
//_AnisoDir ("Anisotropy Direction", Range(0.0,180.0)) = 0.0
//_Cutoff ("Alpha Cutoff", Range(0.0,1.0)) = 0.3
//slots for custom lighting cubemaps
}
SubShader {
Tags {
"Queue"="Geometry"
"RenderType"="Opaque"
}
LOD 350
//diffuse LOD 200
//diffuse-spec LOD 250
//bumped-diffuse, spec 350
//bumped-spec 400
//mac stuff
CGPROGRAM
#ifdef SHADER_API_OPENGL
#pragma glsl
#endif
#pragma target 3.0
#pragma exclude_renderers flash
#pragma surface MarmosetSkinSurf MarmosetSkinDirect vertex:MarmosetSkinVert noambient noforwardadd
#pragma multi_compile MARMO_SKY_BLEND_OFF MARMO_SKY_BLEND_ON
#if MARMO_SKY_BLEND_ON
#define MARMO_SKY_BLEND
#endif
#define MARMO_HQ
#define MARMO_SKY_ROTATION
#define MARMO_DIFFUSE_IBL
//#define MARMO_SPECULAR_IBL
#define MARMO_DIFFUSE_DIRECT
#define MARMO_SPECULAR_DIRECT
#define MARMO_NORMALMAP
//#define MARMO_MIP_GLOSS
//#define MARMO_SUBDERMIS_MAP
//#define MARMO_TRANSLUCENCY_MAP
//#define MARMO_SPECULAR_ANISO
#define MARMO_TRANSLUCENCY_DIRECT
//#define MARMO_TRANSLUCENCY_IBL
#define MARMO_SKIN_IBL
#define MARMO_SKIN_DIRECT
//#define MARMO_SPECULAR_FILTER
#define MARMO_DIFFUSE_SPECULAR_COMBINED
//#define MARMO_ALPHA
//#define MARMO_GLOW
//#define MARMO_PREMULT_ALPHA
//#define MARMO_OCCLUSION
//#define MARMO_VERTEX_OCCLUSION
//#define MARMO_VERTEX_COLOR
#include "../../MarmosetCore.cginc"
#include "MarmosetSkinInput.cginc"
#include "MarmosetSkin.cginc"
ENDCG
}
SubShader {
Tags {
"Queue"="Geometry"
"RenderType"="Opaque"
}
LOD 350
//diffuse LOD 200
//diffuse-spec LOD 250
//bumped-diffuse, spec 350
//bumped-spec 400
//mac stuff
CGPROGRAM
#ifdef SHADER_API_OPENGL
#pragma glsl
#endif
#pragma target 3.0
#pragma only_renderers gles d3d11_9x
#pragma surface MarmosetSkinSurf MarmosetSkinDirect vertex:MarmosetSkinVert noambient noforwardadd
#pragma multi_compile MARMO_SKY_BLEND_OFF MARMO_SKY_BLEND_ON
#if MARMO_SKY_BLEND_ON
#define MARMO_SKY_BLEND
#endif
#define MARMO_HQ
#define MARMO_SKY_ROTATION
#define MARMO_DIFFUSE_IBL
//#define MARMO_SPECULAR_IBL
#define MARMO_DIFFUSE_DIRECT
#define MARMO_SPECULAR_DIRECT
#define MARMO_NORMALMAP
//#define MARMO_MIP_GLOSS
//#define MARMO_SUBDERMIS_MAP
//#define MARMO_TRANSLUCENCY_MAP
//#define MARMO_SPECULAR_ANISO
#define MARMO_TRANSLUCENCY_DIRECT
//#define MARMO_TRANSLUCENCY_IBL
#define MARMO_SKIN_IBL
#define MARMO_SKIN_DIRECT
//#define MARMO_SPECULAR_FILTER
#define MARMO_DIFFUSE_SPECULAR_COMBINED
//#define MARMO_ALPHA
//#define MARMO_GLOW
//#define MARMO_PREMULT_ALPHA
//#define MARMO_OCCLUSION
//#define MARMO_VERTEX_OCCLUSION
//#define MARMO_VERTEX_COLOR
#include "../../MarmosetCore.cginc"
#include "MarmosetSkinInput.cginc"
#include "MarmosetSkin.cginc"
ENDCG
}
FallBack "Marmoset/Mobile/Diffuse IBL"
}