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Initial shader commit
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Nebby1999 committed Jan 4, 2024
1 parent d012952 commit d93bf44
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64 changes: 64 additions & 0 deletions CalmWater/CalmWater - DX11 - DoubleSided.shader
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Shader "StubbedCalm Water/CalmWater - DX11 - DoubleSided" {
Properties {
_Color ("Shallow Color", Color) = (1,1,1,1)
_DepthColor ("Depth Color", Color) = (0,0,0,0)
_Depth ("Depth", Float) = 0.5
[Toggle(_DEPTHFOG_ON)] _EnableFog ("Enable Depth Fog", Float) = 0
_EdgeFade ("Edge Fade", Float) = 1
_SpecColor ("SpecularColor", Color) = (1,1,1,1)
_Smoothness ("Smoothness", Range(0.01, 5)) = 0.5
_BumpMap ("Micro Detail", 2D) = "bump" {}
_BumpStrength ("Bump Strength", Range(0, 1)) = 1
[Toggle(_BUMPLARGE_ON)] _EnableLargeBump ("Enable Large Detail", Float) = 0
_BumpMapLarge ("Large Detail", 2D) = "bump" {}
_BumpLargeStrength ("Bump Large Strength", Range(0, 1)) = 1
[Toggle(_WORLDSPACE_ON)] _WorldSpace ("World UV", Float) = 0
_Speeds ("Speeds", Vector) = (0.5,0.5,0.5,0.5)
_SpeedsLarge ("Speeds Large", Vector) = (0.5,0.5,0,0)
_Distortion ("Distortion", Range(0, 100)) = 50
[KeywordEnum(High,Low)] _DistortionQuality ("Distortion Quality", Float) = 0
[KeywordEnum(None,Mixed,RealTime,CubeMap)] _ReflectionType ("ReflectionType", Float) = 0
_CubeColor ("CubeMap Color [RGB] Intensity [A]", Color) = (1,1,1,1)
[NoScaleOffset] _Cube ("CubeMap", Cube) = "black" {}
[NoScaleOffset] _ReflectionTex ("Internal reflection", 2D) = "white" {}
_Reflection ("Reflection", Range(0, 1)) = 1
_RimPower ("Fresnel Angle", Range(1, 20)) = 5
[Toggle(_FOAM_ON)] _FOAM ("Enable Foam", Float) = 0
_FoamColor ("FoamColor", Color) = (1,1,1,1)
_FoamTex ("Foam Texture", 2D) = "white" {}
_FoamSize ("Fade Size", Float) = 0.5
[KeywordEnum(Off,Wave,Gerstner)] _DisplacementMode ("Mode", Float) = 0
_Amplitude ("Amplitude", Float) = 0.05
_Frequency ("Frequency", Float) = 1
_Speed ("Wave Speed", Float) = 1
_Steepness ("Wave Steepness", Float) = 1
_WSpeed ("Wave Speed", Vector) = (1.2,1.375,1.1,1.5)
_WDirectionAB ("Wave1 Direction", Vector) = (0.3,0.85,0.85,0.25)
_WDirectionCD ("Wave2 Direction", Vector) = (0.1,0.9,0.5,0.5)
_Smoothing ("Smoothing", Range(0, 1)) = 1
_Tess ("Tessellation", Range(1, 32)) = 4
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0

fixed4 _Color;
struct Input
{
float2 uv_MainTex;
};

void surf(Input IN, inout SurfaceOutputStandard o)
{
o.Albedo = _Color.rgb;
o.Alpha = _Color.a;
}
ENDCG
}
Fallback "Legacy/Diffuse"
//CustomEditor "CalmWaterInspector"
}
64 changes: 64 additions & 0 deletions CalmWater/CalmWater - DX11.shader
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Shader "StubbedCalm Water/CalmWater - DX11" {
Properties {
_Color ("Shallow Color", Color) = (1,1,1,1)
_DepthColor ("Depth Color", Color) = (0,0,0,0)
_Depth ("Depth", Float) = 0.5
[Toggle(_DEPTHFOG_ON)] _EnableFog ("Enable Depth Fog", Float) = 0
_EdgeFade ("Edge Fade", Float) = 1
_SpecColor ("SpecularColor", Color) = (1,1,1,1)
_Smoothness ("Smoothness", Range(0.01, 5)) = 0.5
_BumpMap ("Micro Detail", 2D) = "bump" {}
_BumpStrength ("Bump Strength", Range(0, 1)) = 1
[Toggle(_BUMPLARGE_ON)] _EnableLargeBump ("Enable Large Detail", Float) = 0
_BumpMapLarge ("Large Detail", 2D) = "bump" {}
_BumpLargeStrength ("Bump Large Strength", Range(0, 1)) = 1
[Toggle(_WORLDSPACE_ON)] _WorldSpace ("World UV", Float) = 0
_Speeds ("Speeds", Vector) = (0.5,0.5,0.5,0.5)
_SpeedsLarge ("Speeds Large", Vector) = (0.5,0.5,0,0)
_Distortion ("Distortion", Range(0, 100)) = 50
[KeywordEnum(High,Low)] _DistortionQuality ("Distortion Quality", Float) = 0
[KeywordEnum(None,Mixed,RealTime,CubeMap)] _ReflectionType ("ReflectionType", Float) = 0
_CubeColor ("CubeMap Color [RGB] Intensity [A]", Color) = (1,1,1,1)
[NoScaleOffset] _Cube ("CubeMap", Cube) = "black" {}
[NoScaleOffset] _ReflectionTex ("Internal reflection", 2D) = "white" {}
_Reflection ("Reflection", Range(0, 1)) = 1
_RimPower ("Fresnel Angle", Range(1, 20)) = 5
[Toggle(_FOAM_ON)] _FOAM ("Enable Foam", Float) = 0
_FoamColor ("FoamColor", Color) = (1,1,1,1)
_FoamTex ("Foam Texture", 2D) = "white" {}
_FoamSize ("Fade Size", Float) = 0.5
[KeywordEnum(Off,Wave,Gerstner)] _DisplacementMode ("Mode", Float) = 0
_Amplitude ("Amplitude", Float) = 0.05
_Frequency ("Frequency", Float) = 1
_Speed ("Wave Speed", Float) = 1
_Steepness ("Wave Steepness", Float) = 1
_WSpeed ("Wave Speed", Vector) = (1.2,1.375,1.1,1.5)
_WDirectionAB ("Wave1 Direction", Vector) = (0.3,0.85,0.85,0.25)
_WDirectionCD ("Wave2 Direction", Vector) = (0.1,0.9,0.5,0.5)
_Smoothing ("Smoothing", Range(0, 1)) = 1
_Tess ("Tessellation", Range(1, 32)) = 4
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0

fixed4 _Color;
struct Input
{
float2 uv_MainTex;
};

void surf(Input IN, inout SurfaceOutputStandard o)
{
o.Albedo = _Color.rgb;
o.Alpha = _Color.a;
}
ENDCG
}
Fallback "CalmWater/Calm Water [Single Sided]"
//CustomEditor "CalmWaterInspector"
}
63 changes: 63 additions & 0 deletions CalmWater/CalmWater - DoubleSided.shader
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Shader "StubbedCalm Water/CalmWater - DoubleSided" {
Properties {
_Color ("Shallow Color", Color) = (1,1,1,1)
_DepthColor ("Depth Color", Color) = (0,0,0,0)
_Depth ("Depth", Float) = 0.5
[Toggle(_DEPTHFOG_ON)] _EnableFog ("Enable Depth Fog", Float) = 0
_EdgeFade ("Edge Fade", Float) = 1
_SpecColor ("SpecularColor", Color) = (1,1,1,1)
_Smoothness ("Smoothness", Range(0.01, 5)) = 0.5
_BumpMap ("Micro Detail", 2D) = "bump" {}
_BumpStrength ("Bump Strength", Range(0, 1)) = 1
[Toggle(_BUMPLARGE_ON)] _EnableLargeBump ("Enable Large Detail", Float) = 0
_BumpMapLarge ("Large Detail", 2D) = "bump" {}
_BumpLargeStrength ("Bump Large Strength", Range(0, 1)) = 1
[Toggle(_WORLDSPACE_ON)] _WorldSpace ("World UV", Float) = 0
_Speeds ("Speeds", Vector) = (0.5,0.5,0.5,0.5)
_SpeedsLarge ("Speeds Large", Vector) = (0.5,0.5,0,0)
_Distortion ("Distortion", Range(0, 100)) = 50
[KeywordEnum(High,Low)] _DistortionQuality ("Distortion Quality", Float) = 0
[KeywordEnum(None,Mixed,RealTime,CubeMap)] _ReflectionType ("ReflectionType", Float) = 0
_CubeColor ("CubeMap Color [RGB] Intensity [A]", Color) = (1,1,1,1)
[NoScaleOffset] _Cube ("CubeMap", Cube) = "black" {}
[NoScaleOffset] _ReflectionTex ("Internal reflection", 2D) = "white" {}
_Reflection ("Reflection", Range(0, 1)) = 1
_RimPower ("Fresnel Angle", Range(1, 20)) = 5
[Toggle(_FOAM_ON)] _FOAM ("Enable Foam", Float) = 0
_FoamColor ("FoamColor", Color) = (1,1,1,1)
_FoamTex ("Foam Texture", 2D) = "white" {}
_FoamSize ("Fade Size", Float) = 0.5
[KeywordEnum(Off,Wave,Gerstner)] _DisplacementMode ("Mode", Float) = 0
_Amplitude ("Amplitude", Float) = 0.05
_Frequency ("Frequency", Float) = 1
_Speed ("Wave Speed", Float) = 1
_Steepness ("Wave Steepness", Float) = 1
_WSpeed ("Wave Speed", Vector) = (1.2,1.375,1.1,1.5)
_WDirectionAB ("Wave1 Direction", Vector) = (0.3,0.85,0.85,0.25)
_WDirectionCD ("Wave2 Direction", Vector) = (0.1,0.9,0.5,0.5)
_Smoothing ("Smoothing", Range(0, 1)) = 1
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0

fixed4 _Color;
struct Input
{
float2 uv_MainTex;
};

void surf(Input IN, inout SurfaceOutputStandard o)
{
o.Albedo = _Color.rgb;
o.Alpha = _Color.a;
}
ENDCG
}
Fallback "CalmWater/Calm Water [Single Sided]"
//CustomEditor "CalmWaterInspector"
}
62 changes: 62 additions & 0 deletions CalmWater/CalmWater - SingleSided.shader
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Shader "StubbedCalm Water/CalmWater - SingleSided" {
Properties {
_Color ("Shallow Color", Color) = (1,1,1,1)
_DepthColor ("Depth Color", Color) = (0,0,0,0)
_Depth ("Depth", Float) = 0.5
[Toggle(_DEPTHFOG_ON)] _EnableFog ("Enable Depth Fog", Float) = 0
_EdgeFade ("Edge Fade", Float) = 1
_SpecColor ("SpecularColor", Color) = (1,1,1,1)
_Smoothness ("Smoothness", Range(0.01, 5)) = 0.5
_BumpMap ("Micro Detail", 2D) = "bump" {}
_BumpStrength ("Bump Strength", Range(0, 1)) = 1
[Toggle(_BUMPLARGE_ON)] _EnableLargeBump ("Enable Large Detail", Float) = 0
_BumpMapLarge ("Large Detail", 2D) = "bump" {}
_BumpLargeStrength ("Bump Large Strength", Range(0, 1)) = 1
[Toggle(_WORLDSPACE_ON)] _WorldSpace ("World UV", Float) = 0
_Speeds ("Speeds", Vector) = (0.5,0.5,0.5,0.5)
_SpeedsLarge ("Speeds Large", Vector) = (0.5,0.5,0,0)
_Distortion ("Distortion", Range(0, 100)) = 50
[KeywordEnum(High,Low)] _DistortionQuality ("Distortion Quality", Float) = 0
[KeywordEnum(None,Mixed,RealTime,CubeMap)] _ReflectionType ("ReflectionType", Float) = 0
_CubeColor ("CubeMap Color [RGB] Intensity [A]", Color) = (1,1,1,1)
[NoScaleOffset] _Cube ("CubeMap", Cube) = "black" {}
[NoScaleOffset] _ReflectionTex ("Internal reflection", 2D) = "white" {}
_Reflection ("Reflection", Range(0, 1)) = 1
_RimPower ("Fresnel Angle", Range(1, 20)) = 5
[Toggle(_FOAM_ON)] _FOAM ("Enable Foam", Float) = 0
_FoamColor ("FoamColor", Color) = (1,1,1,1)
_FoamTex ("Foam Texture", 2D) = "white" {}
_FoamSize ("Fade Size", Float) = 0.5
[KeywordEnum(Off,Wave,Gerstner)] _DisplacementMode ("Mode", Float) = 0
_Amplitude ("Amplitude", Float) = 0.05
_Frequency ("Frequency", Float) = 1
_Speed ("Wave Speed", Float) = 1
_Steepness ("Wave Steepness", Float) = 1
_WSpeed ("Wave Speed", Vector) = (1.2,1.375,1.1,1.5)
_WDirectionAB ("Wave1 Direction", Vector) = (0.3,0.85,0.85,0.25)
_WDirectionCD ("Wave2 Direction", Vector) = (0.1,0.9,0.5,0.5)
_Smoothing ("Smoothing", Range(0, 1)) = 1
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0

fixed4 _Color;
struct Input
{
float2 uv_MainTex;
};

void surf(Input IN, inout SurfaceOutputStandard o)
{
o.Albedo = _Color.rgb;
o.Alpha = _Color.a;
}
ENDCG
}
//CustomEditor "CalmWaterInspector"
}
31 changes: 31 additions & 0 deletions CalmWater/ProjectorCaustics.shader
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Shader "StubbedCalm Water/ProjectorCaustics" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_CausticTex ("Cookie", 2D) = "" {}
_Speed ("Caustic Speed", Float) = 1
_Tiling ("Tiling", Float) = 1
_FalloffTex ("FallOff", 2D) = "" {}
_Size ("Size", Float) = 5
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0

fixed4 _Color;
struct Input
{
float2 uv_MainTex;
};

void surf(Input IN, inout SurfaceOutputStandard o)
{
o.Albedo = _Color.rgb;
o.Alpha = _Color.a;
}
ENDCG
}
}
27 changes: 27 additions & 0 deletions CalmWater/UnderWaterFog.shader
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Shader "StubbedCalm Water/UnderWaterFog" {
Properties {
_MainTex ("Base (RGB)", 2D) = "black" {}
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0

sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};

void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
}
52 changes: 52 additions & 0 deletions Decalicious/DecaliciousDeferredDecal.shader
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Shader "StubbedDecalicious/DecaliciousUnlitDecal" {
Properties {
_MaskTex ("Mask", 2D) = "white" {}
[PerRendererData] _MaskMultiplier ("Mask (Multiplier)", Float) = 1
_MaskNormals ("Mask Normals?", Float) = 1
[PerRendererData] _LimitTo ("Limit To", Float) = 0
_MainTex ("Albedo", 2D) = "white" {}
[HDR] _Color ("Albedo (Multiplier)", Color) = (1,1,1,1)
[Normal] _NormalTex ("Normal", 2D) = "bump" {}
_NormalMultiplier ("Normal (Multiplier)", Float) = 1
_SpecularStrength ("Specular Strength", Range(0, 1)) = 0
_SpecularExponent ("Specular Exponent", Range(0.1, 20)) = 1
_Smoothness ("Smoothness (Multiplier)", Range(0, 1)) = 0.5
[MaterialEnum(Two Tone,0,Smoothed Two Tone,1,Unlitish,3,Subsurface,4,Grass,5)] _RampInfo ("Ramp Choice", Float) = 0
[MaterialEnum(Character,0,Environment,1,Misc,2)] _DecalLayer ("Decal Layer", Float) = 0
[Enum(UnityEngine.Rendering.BlendMode)] _DecalBlendMode ("Blend Mode", Float) = 0
[Enum(UnityEngine.Rendering.BlendMode)] _DecalSrcBlend ("SrcBlend", Float) = 1
[Enum(UnityEngine.Rendering.BlendMode)] _DecalDstBlend ("DstBlend", Float) = 10
[Enum(UnityEngine.Rendering.BlendMode)] _NormalBlendMode ("Normal Blend Mode", Float) = 0
_AngleLimit ("Angle Limit", Float) = 0.5
_CloudOn ("Use Cloud Remap", Float) = 0
_Cloud1Tex ("Cloud 1 (RGB) Trans (A)", 2D) = "grey" {}
_Cloud2Tex ("Cloud 2 (RGB) Trans (A)", 2D) = "grey" {}
_RemapTex ("Color Remap Ramp (RGB)", 2D) = "grey" {}
_CutoffScroll ("Cutoff Scroll Speed", Vector) = (0,0,0,0)
_AlphaBoost ("Alpha Boost", Range(0, 20)) = 1
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0

sampler2D _MainTex;
fixed4 _Color;
struct Input
{
float2 uv_MainTex;
};

void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
//CustomEditor "ThreeEyedGames.DecalShaderGUI"
}
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