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Apache.NMS.ActiveMQ.pdb

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  • EasyRoads3D - Unity 5 Standard.shader 8.29 KiB
    Shader "EasyRoads3D/Unity 5 Standard"
    {
    	Properties
    	{
    		_Color("Color", Color) = (1,1,1,1)
    		_MainTex("Albedo", 2D) = "white" {}
    		
    		_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
    
    		_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
    		[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
    		_MetallicGlossMap("Metallic", 2D) = "white" {}
    
    		_BumpScale("Scale", Float) = 1.0
    		_BumpMap("Normal Map", 2D) = "bump" {}
    
    		_Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
    		_ParallaxMap ("Height Map", 2D) = "black" {}
    
    		_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
    		_OcclusionMap("Occlusion", 2D) = "white" {}
    
    		_EmissionColor("Color", Color) = (0,0,0)
    		_EmissionMap("Emission", 2D) = "white" {}
    		
    		_DetailMask("Detail Mask", 2D) = "white" {}
    
    		_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
    		_DetailNormalMapScale("Scale", Float) = 1.0
    		_DetailNormalMap("Normal Map", 2D) = "bump" {}
    
    		[Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0
    
    
    		// Blending state
    		[HideInInspector] _Mode ("__mode", Float) = 0.0
    		[HideInInspector] _SrcBlend ("__src", Float) = 1.0
    		[HideInInspector] _DstBlend ("__dst", Float) = 0.0
    		[HideInInspector] _ZWrite ("__zw", Float) = 1.0
    	}
    
    	CGINCLUDE
    		#define UNITY_SETUP_BRDF_INPUT MetallicSetup
    	ENDCG
    
    	SubShader
    	{
    		Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
    		LOD 300
    		Offset -3, -3
    
    		// ------------------------------------------------------------------
    		//  Base forward pass (directional light, emission, lightmaps, ...)
    		Pass
    		{
    			Name "FORWARD" 
    			Tags { "LightMode" = "ForwardBase" }
    
    			Blend [_SrcBlend] [_DstBlend]
    			ZWrite [_ZWrite]
    
    			CGPROGRAM
    			#pragma target 3.0
    			// TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
    			#pragma exclude_renderers gles
    			
    			// -------------------------------------
    					
    			#pragma shader_feature _NORMALMAP
    			#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
    			#pragma shader_feature _EMISSION
    			#pragma shader_feature _METALLICGLOSSMAP 
    			#pragma shader_feature ___ _DETAIL_MULX2
    			#pragma shader_feature _PARALLAXMAP
    			
    			#pragma multi_compile_fwdbase
    			#pragma multi_compile_fog
    				
    			#pragma vertex vertForwardBase
    			#pragma fragment fragForwardBase
    
    			#include "UnityStandardCore.cginc"
    
    			ENDCG
    		}
    		// ------------------------------------------------------------------
    		//  Additive forward pass (one light per pass)
    		Pass
    		{
    			Name "FORWARD_DELTA"
    			Tags { "LightMode" = "ForwardAdd" }
    			Blend [_SrcBlend] One
    			Fog { Color (0,0,0,0) } // in additive pass fog should be black
    			ZWrite Off
    			ZTest LEqual
    
    			CGPROGRAM
    			#pragma target 3.0
    			// GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
    			#pragma exclude_renderers gles
    
    			// -------------------------------------
    
    			
    			#pragma shader_feature _NORMALMAP
    			#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
    			#pragma shader_feature _METALLICGLOSSMAP
    			#pragma shader_feature ___ _DETAIL_MULX2
    			#pragma shader_feature _PARALLAXMAP
    			
    			#pragma multi_compile_fwdadd_fullshadows
    			#pragma multi_compile_fog
    			
    			#pragma vertex vertForwardAdd
    			#pragma fragment fragForwardAdd
    
    			#include "UnityStandardCore.cginc"
    
    			ENDCG
    		}
    		// ------------------------------------------------------------------
    		//  Shadow rendering pass
    		Pass {
    			Name "ShadowCaster"
    			Tags { "LightMode" = "ShadowCaster" }
    			
    			ZWrite On ZTest LEqual
    
    			CGPROGRAM
    			#pragma target 3.0
    			// TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
    			#pragma exclude_renderers gles
    			
    			// -------------------------------------
    
    
    			#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
    			#pragma multi_compile_shadowcaster
    
    			#pragma vertex vertShadowCaster
    			#pragma fragment fragShadowCaster
    
    			#include "UnityStandardShadow.cginc"
    
    			ENDCG
    		}
    		// ------------------------------------------------------------------
    		//  Deferred pass
    		Pass
    		{
    			Name "DEFERRED"
    			Tags { "LightMode" = "Deferred" }
    
    			CGPROGRAM
    			#pragma target 3.0
    			// TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
    			#pragma exclude_renderers nomrt gles
    			
    
    			// -------------------------------------
    
    			#pragma shader_feature _NORMALMAP
    			#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
    			#pragma shader_feature _EMISSION
    			#pragma shader_feature _METALLICGLOSSMAP
    			#pragma shader_feature ___ _DETAIL_MULX2
    			#pragma shader_feature _PARALLAXMAP
    
    			#pragma multi_compile ___ UNITY_HDR_ON
    			#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
    			#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
    			#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
    			
    			#pragma vertex vertDeferred
    			#pragma fragment fragDeferred
    
    			#include "UnityStandardCore.cginc"
    
    			ENDCG
    		}
    
    		// ------------------------------------------------------------------
    		// Extracts information for lightmapping, GI (emission, albedo, ...)
    		// This pass it not used during regular rendering.
    		Pass
    		{
    			Name "META" 
    			Tags { "LightMode"="Meta" }
    
    			Cull Off
    
    			CGPROGRAM
    			#pragma vertex vert_meta
    			#pragma fragment frag_meta
    
    			#pragma shader_feature _EMISSION
    			#pragma shader_feature _METALLICGLOSSMAP
    			#pragma shader_feature ___ _DETAIL_MULX2
    
    			#include "UnityStandardMeta.cginc"
    			ENDCG
    		}
    	}
    
    	SubShader
    	{
    		Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
    		LOD 150
    		Offset -3, -3
    
    		// ------------------------------------------------------------------
    		//  Base forward pass (directional light, emission, lightmaps, ...)
    		Pass
    		{
    			Name "FORWARD" 
    			Tags { "LightMode" = "ForwardBase" }
    
    			Blend [_SrcBlend] [_DstBlend]
    			ZWrite [_ZWrite]
    
    			CGPROGRAM
    			#pragma target 2.0
    			
    			#pragma shader_feature _NORMALMAP
    			#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
    			#pragma shader_feature _EMISSION 
    			#pragma shader_feature _METALLICGLOSSMAP 
    			#pragma shader_feature ___ _DETAIL_MULX2
    			// SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
    
    			#pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
    
    			#pragma multi_compile_fwdbase
    			#pragma multi_compile_fog
    	
    			#pragma vertex vertForwardBase
    			#pragma fragment fragForwardBase
    
    			#include "UnityStandardCore.cginc"
    
    			ENDCG
    		}
    		// ------------------------------------------------------------------
    		//  Additive forward pass (one light per pass)
    		Pass
    		{
    			Name "FORWARD_DELTA"
    			Tags { "LightMode" = "ForwardAdd" }
    			Blend [_SrcBlend] One
    			Fog { Color (0,0,0,0) } // in additive pass fog should be black
    			ZWrite Off
    			ZTest LEqual
    			
    			CGPROGRAM
    			#pragma target 2.0
    
    			#pragma shader_feature _NORMALMAP
    			#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
    			#pragma shader_feature _METALLICGLOSSMAP
    			#pragma shader_feature ___ _DETAIL_MULX2
    			// SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
    			#pragma skip_variants SHADOWS_SOFT
    			
    			#pragma multi_compile_fwdadd_fullshadows
    			#pragma multi_compile_fog
    			
    			#pragma vertex vertForwardAdd
    			#pragma fragment fragForwardAdd
    
    			#include "UnityStandardCore.cginc"
    
    			ENDCG
    		}
    		// ------------------------------------------------------------------
    		//  Shadow rendering pass
    		Pass {
    			Name "ShadowCaster"
    			Tags { "LightMode" = "ShadowCaster" }
    			
    			ZWrite On ZTest LEqual
    
    			CGPROGRAM
    			#pragma target 2.0
    
    			#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
    			#pragma skip_variants SHADOWS_SOFT
    			#pragma multi_compile_shadowcaster
    
    			#pragma vertex vertShadowCaster
    			#pragma fragment fragShadowCaster
    
    			#include "UnityStandardShadow.cginc"
    
    			ENDCG
    		}
    
    		// ------------------------------------------------------------------
    		// Extracts information for lightmapping, GI (emission, albedo, ...)
    		// This pass it not used during regular rendering.
    		Pass
    		{
    			Name "META" 
    			Tags { "LightMode"="Meta" }
    
    			Cull Off
    
    			CGPROGRAM
    			#pragma vertex vert_meta
    			#pragma fragment frag_meta
    
    			#pragma shader_feature _EMISSION
    			#pragma shader_feature _METALLICGLOSSMAP
    			#pragma shader_feature ___ _DETAIL_MULX2
    
    			#include "UnityStandardMeta.cginc"
    			ENDCG
    		}
    	}
    
    	FallBack "VertexLit"
    	CustomEditor "StandardShaderGUI"
    }