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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"
}
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