Shader "TaSTT" { Properties { Text_Color ("Text Color", Color) = (1, 1, 1, 1) Background_Color ("Background Color", Color) = (0, 0, 0, 1) Margin_Color ("Margin color", Color) = (1, 1, 1, 1) [Gamma] Metallic("Metallic", Range(0, 1)) = 0.5 Smoothness("Smoothness", Range(0, 1)) = 0.2 Emissive("Emissive", Range(0, 1)) = 0.1 [MaterialToggle] Render_Margin("Render margin", float) = 1 [MaterialToggle] Render_Visual_Indicator("Render visual speech indicator", float) = 1 Margin_Scale("Margin scale", float) = 0.03 Margin_Rounding_Scale("Margin rounding scale", float) = 0.03 [MaterialToggle] Enable_Margin_Effect_Squares( "Enable margin effect: Squares", float) = 0 [MaterialToggle] Enable_Dithering("Enable dithering", float) = 1 AA_Amount("Amount of anti-aliasing", Range(1, 5)) = 5 [MaterialToggle] BG_Enable("Enable custom background", float) = 0 BG_BaseColor("Background base color", 2D) = "black" {} [NoScaleOffset] BG_NormalMap ("Background normal map", 2D) = "bump" {} BG_NormalStrength ("Background normal strength", Float) = 1 BG_Smoothness("Background smoothness", 2D) = "black" {} [MaterialToggle]BG_Smoothness_Invert("Invert background smoothness", float) = 1 BG_Metallic("Background metallic", 2D) = "black" {} BG_Emission_Mask("Background emission mask", 2D) = "black" {} BG_Emission_Color("Background emission color", Color) = (0, 0, 0) [MaterialToggle] Enable_Custom_Cubemap("Enable custom cubemap", float) = 0 Custom_Cubemap("Custom cubemap", Cube) = "" {} _Font_0x0000_0x1FFF ("_Font 0 (unicode 0x0000 - 0x1FFFF)", 2D) = "white" {} _Font_0x2000_0x3FFF ("_Font 1 (unicode 0x2000 - 0x3FFFF)", 2D) = "white" {} _Font_0x4000_0x5FFF ("_Font 2 (unicode 0x4000 - 0x5FFFF)", 2D) = "white" {} _Font_0x6000_0x7FFF ("_Font 3 (unicode 0x6000 - 0x7FFFF)", 2D) = "white" {} _Font_0x8000_0x9FFF ("_Font 4 (unicode 0x8000 - 0x9FFFF)", 2D) = "white" {} _Font_0xA000_0xBFFF ("_Font 5 (unicode 0xA000 - 0xBFFFF)", 2D) = "white" {} _Font_0xC000_0xDFFF ("_Font 6 (unicode 0xC000 - 0xDFFFF)", 2D) = "white" {} _Img_0xE000_0xE03F ("_Images", 2D) = "white" {} _TaSTT_Indicator_0("_TaSTT_Indicator_0", float) = 0 _TaSTT_Indicator_1("_TaSTT_Indicator_1", float) = 0 // %TEMPLATE__UNITY_ROW_COL_PARAMS% } SubShader { Pass { Tags { "RenderType"="Opaque" "Queue"="AlphaTest+499" "LightMode" = "ForwardBase" } Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma target 3.0 #pragma multi_compile _ VERTEXLIGHT_ON #pragma vertex vert #pragma fragment frag #define FORWARD_BASE_PASS #include "TaSTT_lighting.cginc" ENDCG } Pass { Tags { "RenderType" = "Opaque" "LightMode" = "ForwardAdd" "Queue"="AlphaTest+499" } Blend One One ZWrite Off CGPROGRAM #pragma target 3.0 #pragma multi_compile_fwdadd #pragma vertex vert #pragma fragment frag #include "TaSTT_lighting.cginc" ENDCG } } //CustomEditor "TaSTTShaderGUI" }