Assignment for RMIT Mixed Reality in 2020
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  1. // Made with Amplify Shader Editor
  2. // Available at the Unity Asset Store - http://u3d.as/y3X
  3. Shader "ASESampleShaders/TwoSideWithFace"
  4. {
  5. Properties
  6. {
  7. [HideInInspector] __dirty( "", Int ) = 1
  8. _MaskClipValue( "Mask Clip Value", Float ) = 0.5
  9. _Mask("Mask", 2D) = "white" {}
  10. _FrontAlbedo("FrontAlbedo", 2D) = "white" {}
  11. _FrontNormalMap("FrontNormalMap", 2D) = "bump" {}
  12. _FrontColor("FrontColor", Color) = (1,0.6691177,0.6691177,0)
  13. _BackAlbedo("BackAlbedo", 2D) = "white" {}
  14. _BackNormalMap("BackNormalMap", 2D) = "bump" {}
  15. _BackColor("BackColor", Color) = (0,0,1,0)
  16. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  17. }
  18. SubShader
  19. {
  20. Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" }
  21. Cull Off
  22. CGPROGRAM
  23. #pragma target 3.0
  24. #pragma surface surf Standard keepalpha addshadow fullforwardshadows vertex:vertexDataFunc
  25. struct Input
  26. {
  27. float2 texcoord_0;
  28. fixed ASEVFace : VFACE;
  29. float2 uv_texcoord;
  30. };
  31. uniform sampler2D _FrontNormalMap;
  32. uniform sampler2D _BackNormalMap;
  33. uniform sampler2D _FrontAlbedo;
  34. uniform float4 _FrontColor;
  35. uniform sampler2D _BackAlbedo;
  36. uniform float4 _BackColor;
  37. uniform sampler2D _Mask;
  38. uniform float4 _Mask_ST;
  39. uniform float _MaskClipValue = 0.5;
  40. void vertexDataFunc( inout appdata_full v, out Input o )
  41. {
  42. UNITY_INITIALIZE_OUTPUT( Input, o );
  43. o.texcoord_0.xy = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
  44. }
  45. void surf( Input i , inout SurfaceOutputStandard o )
  46. {
  47. float3 switchResult3 = (((i.ASEVFace>0)?(UnpackNormal( tex2D( _FrontNormalMap,i.texcoord_0) )):(UnpackNormal( tex2D( _BackNormalMap,i.texcoord_0) ))));
  48. o.Normal = switchResult3;
  49. float4 switchResult2 = (((i.ASEVFace>0)?(( tex2D( _FrontAlbedo,i.texcoord_0) * _FrontColor )):(( tex2D( _BackAlbedo,i.texcoord_0) * _BackColor ))));
  50. o.Albedo = switchResult2.rgb;
  51. o.Alpha = 1;
  52. float2 uv_Mask = i.uv_texcoord * _Mask_ST.xy + _Mask_ST.zw;
  53. clip( tex2D( _Mask,uv_Mask).a - _MaskClipValue );
  54. }
  55. ENDCG
  56. }
  57. Fallback "Diffuse"
  58. CustomEditor "ASEMaterialInspector"
  59. }
  60. /*ASEBEGIN
  61. Version=7003
  62. 293;121;953;624;1981.486;934.496;1.3;True;False
  63. Node;AmplifyShaderEditor.CommentaryNode;12;-1271.091,-592;Float;False;1252.009;1229.961;Inspired by 2Side Sample by The Four Headed Cat;12;14;4;5;8;7;10;11;6;9;3;1;2;Two Sided Shader using Switch by Face
  64. Node;AmplifyShaderEditor.TextureCoordinatesNode;14;-1222.402,60.79997;Float;False;0;-1;2;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;FLOAT2;FLOAT;FLOAT;FLOAT;FLOAT
  65. Node;AmplifyShaderEditor.SamplerNode;8;-865,-160;Float;True;Property;_BackAlbedo;BackAlbedo;4;0;Assets/AmplifyShaderEditor/Examples/Assets/Textures/Rock/rock_d.tif;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;FLOAT4;FLOAT;FLOAT;FLOAT;FLOAT
  66. Node;AmplifyShaderEditor.SamplerNode;4;-865,-528;Float;True;Property;_FrontAlbedo;FrontAlbedo;1;0;Assets/AmplifyShaderEditor/Examples/Assets/Textures/Grass/Grass_A.jpg;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;FLOAT4;FLOAT;FLOAT;FLOAT;FLOAT
  67. Node;AmplifyShaderEditor.ColorNode;7;-785,32;Float;False;Property;_BackColor;BackColor;6;0;0,0,1,0;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
  68. Node;AmplifyShaderEditor.ColorNode;5;-785,-336;Float;False;Property;_FrontColor;FrontColor;3;0;1,0.6691177,0.6691177,0;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
  69. Node;AmplifyShaderEditor.SimpleMultiplyOpNode;9;-523.1008,-105.9;Float;False;0;FLOAT4;0,0,0,0;False;1;COLOR;0.0,0,0,0;False;COLOR
  70. Node;AmplifyShaderEditor.SamplerNode;11;-809,408;Float;True;Property;_BackNormalMap;BackNormalMap;5;0;Assets/AmplifyShaderEditor/Examples/Assets/Textures/Rock/rock_n.jpg;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;FLOAT3;FLOAT;FLOAT;FLOAT;FLOAT
  71. Node;AmplifyShaderEditor.SamplerNode;10;-825,210;Float;True;Property;_FrontNormalMap;FrontNormalMap;2;0;Assets/AmplifyShaderEditor/Examples/Assets/Textures/Grass/Grass_N.jpg;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;FLOAT3;FLOAT;FLOAT;FLOAT;FLOAT
  72. Node;AmplifyShaderEditor.SimpleMultiplyOpNode;6;-518.001,-241.8997;Float;False;0;FLOAT4;0,0,0,0;False;1;COLOR;0.0,0,0,0;False;COLOR
  73. Node;AmplifyShaderEditor.SwitchByFaceNode;3;-369,208;Float;False;0;FLOAT3;0.0,0,0;False;1;FLOAT3;0.0;False;FLOAT3
  74. Node;AmplifyShaderEditor.SamplerNode;1;-353,336;Float;True;Property;_Mask;Mask;0;0;Assets/AmplifyShaderEditor/Examples/Community/2Sided/2smask.png;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;FLOAT4;FLOAT;FLOAT;FLOAT;FLOAT
  75. Node;AmplifyShaderEditor.SwitchByFaceNode;2;-257,-176;Float;False;0;COLOR;0.0;False;1;COLOR;0,0,0,0;False;COLOR
  76. Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;56.8,7.000003;Float;False;True;2;Float;ASEMaterialInspector;0;Standard;ASESampleShaders/TwoSideWithFace;False;False;False;False;False;False;False;False;False;False;False;False;Off;0;0;False;0;0;Masked;0.5;True;True;0;False;TransparentCutout;AlphaTest;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;False;0;255;255;0;0;0;0;False;0;4;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;Add;Add;0;False;0;0,0,0,0;VertexOffset;False;Cylindrical;Relative;0;;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0.0;False;4;FLOAT;0.0;False;5;FLOAT;0.0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0.0;False;9;FLOAT;0.0;False;10;OBJECT;0.0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;13;OBJECT;0.0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False
  77. WireConnection;8;1;14;0
  78. WireConnection;4;1;14;0
  79. WireConnection;9;0;8;0
  80. WireConnection;9;1;7;0
  81. WireConnection;11;1;14;0
  82. WireConnection;10;1;14;0
  83. WireConnection;6;0;4;0
  84. WireConnection;6;1;5;0
  85. WireConnection;3;0;10;0
  86. WireConnection;3;1;11;0
  87. WireConnection;2;0;6;0
  88. WireConnection;2;1;9;0
  89. WireConnection;0;0;2;0
  90. WireConnection;0;1;3;0
  91. WireConnection;0;10;1;4
  92. ASEEND*/
  93. //CHKSM=06C08893D1EB311BDF9A3DAC56E6F187224BB806