Assignment for RMIT Mixed Reality in 2020
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6.2 KiB

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "ASESampleShaders/TwoSideWithFace"
{
Properties
{
[HideInInspector] __dirty( "", Int ) = 1
_MaskClipValue( "Mask Clip Value", Float ) = 0.5
_Mask("Mask", 2D) = "white" {}
_FrontAlbedo("FrontAlbedo", 2D) = "white" {}
_FrontNormalMap("FrontNormalMap", 2D) = "bump" {}
_FrontColor("FrontColor", Color) = (1,0.6691177,0.6691177,0)
_BackAlbedo("BackAlbedo", 2D) = "white" {}
_BackNormalMap("BackNormalMap", 2D) = "bump" {}
_BackColor("BackColor", Color) = (0,0,1,0)
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
SubShader
{
Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" }
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma surface surf Standard keepalpha addshadow fullforwardshadows vertex:vertexDataFunc
struct Input
{
float2 texcoord_0;
fixed ASEVFace : VFACE;
float2 uv_texcoord;
};
uniform sampler2D _FrontNormalMap;
uniform sampler2D _BackNormalMap;
uniform sampler2D _FrontAlbedo;
uniform float4 _FrontColor;
uniform sampler2D _BackAlbedo;
uniform float4 _BackColor;
uniform sampler2D _Mask;
uniform float4 _Mask_ST;
uniform float _MaskClipValue = 0.5;
void vertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
o.texcoord_0.xy = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
}
void surf( Input i , inout SurfaceOutputStandard o )
{
float3 switchResult3 = (((i.ASEVFace>0)?(UnpackNormal( tex2D( _FrontNormalMap,i.texcoord_0) )):(UnpackNormal( tex2D( _BackNormalMap,i.texcoord_0) ))));
o.Normal = switchResult3;
float4 switchResult2 = (((i.ASEVFace>0)?(( tex2D( _FrontAlbedo,i.texcoord_0) * _FrontColor )):(( tex2D( _BackAlbedo,i.texcoord_0) * _BackColor ))));
o.Albedo = switchResult2.rgb;
o.Alpha = 1;
float2 uv_Mask = i.uv_texcoord * _Mask_ST.xy + _Mask_ST.zw;
clip( tex2D( _Mask,uv_Mask).a - _MaskClipValue );
}
ENDCG
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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Node;AmplifyShaderEditor.SwitchByFaceNode;3;-369,208;Float;False;0;FLOAT3;0.0,0,0;False;1;FLOAT3;0.0;False;FLOAT3
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
Node;AmplifyShaderEditor.SwitchByFaceNode;2;-257,-176;Float;False;0;COLOR;0.0;False;1;COLOR;0,0,0,0;False;COLOR
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
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WireConnection;4;1;14;0
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WireConnection;3;0;10;0
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ASEEND*/
//CHKSM=06C08893D1EB311BDF9A3DAC56E6F187224BB806