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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
}
}
}
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