// Marmoset Skyshop // Copyright 2013 Marmoset LLC // http://marmoset.co Shader "Marmoset/Beta/Skin Cutout 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 _Cutoff ("Alpha Cutoff", Range (0,1)) = 0.5 _MainTex ("Diffuse(RGB) Alpha(A)", 2D) = "white" {} _SpecTex ("Specular(RGB) Gloss(A)", 2D) = "white" {} _BumpMap ("Normal Map", 2D) = "bump" {} _NormalSmoothing ("Normal Smoothing", Range(0.0,1.0)) = 1.0 _SubdermisColor ("Subdermis Color", Color) = (1,1,1,1) _Subdermis ("Subdermis", Range(0.0,1.0)) = 1.0 _ConserveEnergy ("Conserve Energy", 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)) = 0.0 _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)) = 0.0 _FuzzScatter ("Fuzz Scatter", Range(0.0,1.0)) = 1.0 _FuzzOcc ("Fuzz Occlusion", Range(0.5,1.0)) = 0.5 } SubShader { Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout" } LOD 400 //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 fullforwardshadows vertex:MarmosetSkinVert noambient nolightmap nodirlightmap alphatest:_Cutoff #pragma multi_compile MARMO_BOX_PROJECTION_OFF MARMO_BOX_PROJECTION_ON #if MARMO_BOX_PROJECTION_ON #define MARMO_BOX_PROJECTION #endif #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 //#define MARMO_CUSTOM_TILING #include "../../MarmosetCore.cginc" #include "MarmosetSkinInput.cginc" #include "MarmosetSkin.cginc" ENDCG } SubShader { Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout" } LOD 400 //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 fullforwardshadows vertex:MarmosetSkinVert noambient nolightmap nodirlightmap alphatest:_Cutoff #pragma multi_compile MARMO_BOX_PROJECTION_OFF MARMO_BOX_PROJECTION_ON #if MARMO_BOX_PROJECTION_ON #define MARMO_BOX_PROJECTION #endif #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/Transparent/Cutout/Bumped Specular IBL" }