Shader "yum_food/parallax" { Properties { _Curvature_Step("Curvature step", float) = .0001 _Min_Hit_Dist("Min hit distance", float) = .0001 _Max_Dist("Max ray length", float) = 100.0 _Ray_March_Steps("Ray march steps", float) = 32 _Cubemap("Cubemap", Cube) = "" {} _Layer0_BaseColor("Layer 0 base color", 2D) = "black" {} _Layer0_Normal("Layer 0 normal", 2D) = "bump" {} _Layer0_Metallic("Layer 0 metallic", 2D) = "black" {} _Layer0_Roughness("Layer 0 roughness", 2D) = "black" {} _Layer0_Offset("Layer 0 offset", float) = -0.1 _Layer0_XScale("Layer 0 X Scale", float) = 1.0 _Layer0_YScale("Layer 0 Y Scale", float) = 1.0 _Layer0_Emission("Layer 0 Emission strength", float) = 0.0 _Layer1_BaseColor("Layer 1 base color", 2D) = "black" {} _Layer1_Normal("Layer 1 normal", 2D) = "bump" {} _Layer1_Metallic("Layer 1 metallic", 2D) = "black" {} _Layer1_Roughness("Layer 1 roughness", 2D) = "black" {} _Layer1_Offset("Layer 1 offset", float) = -0.2 _Layer1_XScale("Layer 1 X Scale", float) = 1.0 _Layer1_YScale("Layer 1 Y Scale", float) = 1.0 _Layer1_Emission("Layer 1 Emission strength", float) = 0.0 _Layer2_BaseColor("Layer 2 base color", 2D) = "black" {} _Layer2_Normal("Layer 2 normal", 2D) = "bump" {} _Layer2_Metallic("Layer 2 metallic", 2D) = "black" {} _Layer2_Roughness("Layer 2 roughness", 2D) = "black" {} _Layer2_Offset("Layer 2 offset", float) = -0.3 _Layer2_XScale("Layer 2 X Scale", float) = 1.0 _Layer2_YScale("Layer 2 Y Scale", float) = 1.0 _Layer2_Emission("Layer 2 Emission strength", float) = 0.0 _Iridescence_Ramp("Iridescence ramp", 2D) = "black" {} _Iridescence_Normal("Iridescence normal", 2D) = "bump" {} _Iridescence_Offset("Iridescence offset", float) = 0.0 } SubShader { Pass { Tags { "RenderType"="Opaque" "Queue"="AlphaTest+499" "LightMode" = "ForwardBase" } Blend SrcAlpha OneMinusSrcAlpha ZWrite On ZTest LEqual Cull Back CGPROGRAM #pragma target 5.0 #pragma multi_compile _ VERTEXLIGHT_ON #pragma vertex vert #pragma fragment frag #define FORWARD_BASE_PASS #define LAYER0_TEXTURES_ON #define LAYER1_TEXTURES_ON #define LAYER2_TEXTURES_ON #define IRIDESCENCE_TEXTURES_ON #include "parallax_lighting.cginc" ENDCG } Pass { Tags { "RenderType" = "Opaque" "LightMode" = "ForwardAdd" "Queue"="AlphaTest+499" } Blend One One ZWrite On ZTest LEqual Cull Back CGPROGRAM #pragma target 5.0 #pragma multi_compile_fwdadd #pragma vertex vert #pragma fragment frag #define LAYER0_TEXTURES_ON #define LAYER1_TEXTURES_ON #define LAYER2_TEXTURES_ON #define IRIDESCENCE_TEXTURES_ON #include "parallax_lighting.cginc" ENDCG } } }