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| Shader /*ase_name*/ "Leegoonz/ASETemplateShaders/ParabolicMatcap" /*end*/ | |
| { | |
| Properties | |
| { | |
| _FrontParaboloid ("_FrontParaboloid", 2D) = "white" { } | |
| _RearParaboloid ("_RearParaboloid", 2D) = "white" { } | |
| /*ase_props*/ | |
| } | |
| SubShader |
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| /////////////////////////////////////////////////////////////////////////////// | |
| // Lighting Functions // | |
| /////////////////////////////////////////////////////////////////////////////// | |
| half3 LightingLambert(half3 lightColor, half3 lightDir, half3 normal) | |
| { | |
| half NdotL = saturate(dot(normal, lightDir)); | |
| #ifdef ENERGY_CONSERVED_DIFFUSE | |
| return (1.0 / PI ) * lightColor * NdotL; | |
| #else | |
| return lightColor * NdotL; |
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| Shader "URP_PBR_7.12" | |
| { | |
| Properties | |
| { | |
| [MainColor] _BaseColor("Albedo Color", Color) = (0.5,0.5,0.5,1) | |
| [MainTexture] _BaseMap("Albedo", 2D) = "white" {} | |
| _BumpMap("Normal Map", 2D) = "bump" {} | |
| _BumpScale("Scale", Range(1,2)) = 1.0 | |
| _Smoothness("Roughness", Range(0.0, 1.0)) = 0.5 | |
| [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 |
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| <?xml version="1.0" encoding="UTF-8"?> | |
| <!DOCTYPE sbsbatchnode SYSTEM "glslfx.dtd"> | |
| <glslfx version="1.0.0" author="allegorithmic.com"> | |
| <!-- TECHNIQUES --> | |
| <technique name="Parallax Occlusion"> | |
| <!-- PROPERTIES --> | |
| <property name="blend_enabled" value="true"/> | |
| <property name="blend_func" value="src_alpha,one_minus_src_alpha"/> | |
| <property name="cull_face_enabled" value="true"/> |
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| /* | |
| Copyright (c) 2018, Allegorithmic. All rights reserved. | |
| Redistribution and use in source and binary forms, with or without | |
| modification, are permitted provided that the following conditions are met: | |
| * Redistributions of source code must retain the above copyright | |
| notice, this list of conditions and the following disclaimer. | |
| * Redistributions in binary form must reproduce the above copyright | |
| notice, this list of conditions and the following disclaimer in the | |
| documentation and/or other materials provided with the distribution. |
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| //fragment shader | |
| //code start | |
| //Sh.fsh | |
| varying mediump vec3 EyespaceNormal; | |
| varying mediump vec3 EyespaceLight; | |
| varying lowp vec3 Diffuse; | |
| varying lowp vec3 Irrad; |
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| vertex shader. | |
| //code start | |
| //Spherical harmonic shader opengl es | |
| //Sh.vsh | |
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| Shader "JP-PBR-BASE" | |
| { | |
| Properties | |
| { | |
| _Color("Main Color", Color) = (1,1,1,1) | |
| _MainTex("Base Color", 2D) = "white" {} | |
| _Roughness("Roughness",Range(0,1)) = 1 | |
| _NormalTex("Normal", 2D) = "bump" {} | |
| _AmbientOcclusionTex("Occlusion",2D) = "white" {} | |
| _Anisotropic("Anisotropic", Range(-20,1)) = 0 |
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| Shader "JP-PBR-BASE-EXPERIMENTAL" | |
| { | |
| Properties | |
| { | |
| _Color("Main Color", Color) = (1,1,1,1) | |
| _MainTex("Base Color", 2D) = "white" {} | |
| _Roughness("Roughness",Range(0,1)) = 1 | |
| _NormalTex("Normal", 2D) = "bump" {} | |
| _Anisotropic("Anisotropic", Range(-20,1)) = 0 | |
| _Metallic("Metalness",Range(0,1)) = 0 |
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| half4 GammaToLinear(in half4 col) | |
| { | |
| #if SPACE_LINEAR | |
| return half4(col.rgb * col.rgb, col.a); | |
| #else | |
| return col; | |
| #endif | |
| } | |
| half4 LinearToGamma(in half4 col) |