feat: changes to ssgi testing scenes

This commit is contained in:
Chris
2025-12-31 12:45:11 -05:00
parent a93ba5eb64
commit 1c739dcc0f
24 changed files with 290489 additions and 172 deletions

View File

@@ -6,10 +6,8 @@ Shader "Reset/BaseStructureShader"
Properties
{
[TCP2HeaderHelp(Base)]
_BaseColor ("Color", Color) = (1,1,1,1)
[TCP2ColorNoAlpha] _HColor ("Highlight Color", Color) = (0.75,0.75,0.75,1)
[TCP2ColorNoAlpha] _SColor ("Shadow Color", Color) = (0.2,0.2,0.2,1)
[MainTexture] _BaseMap ("Albedo", 2D) = "white" {}
[TCP2Separator]
[TCP2Header(Ramp Shading)]
@@ -41,6 +39,10 @@ Shader "Reset/BaseStructureShader"
_ShadowLineColor ("Color (RGB) Opacity (A)", Color) = (0,0,0,1)
[HideInInspector] __EndGroup ("Shadow Line", Float) = 0
// Custom Material Properties
[NoScaleOffset] _BaseColorMap ("Color Map", 2D) = "white" {}
_BaseColor ("Color", Color) = (1,1,1,1)
[ToggleOff(_RECEIVE_SHADOWS_OFF)] _ReceiveShadowsOff ("Receive Shadows", Float) = 1
// Avoid compile error if the properties are ending with a drawer
@@ -82,18 +84,22 @@ Shader "Reset/BaseStructureShader"
// Uniforms
// Custom Material Properties
TCP2_TEX2D_WITH_SAMPLER(_BaseColorMap);
// Shader Properties
TCP2_TEX2D_WITH_SAMPLER(_ParallaxMap);
TCP2_TEX2D_WITH_SAMPLER(_BumpMap);
TCP2_TEX2D_WITH_SAMPLER(_BaseMap);
CBUFFER_START(UnityPerMaterial)
// Custom Material Properties
fixed4 _BaseColor;
// Shader Properties
float _Parallax;
float _BumpScale;
float4 _BaseMap_ST;
fixed4 _BaseColor;
float _RampThreshold;
float _RampSmoothing;
float _ShadowLineThreshold;
@@ -230,7 +236,7 @@ Shader "Reset/BaseStructureShader"
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
// Texture Coordinates
output.pack2.xy.xy = input.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw;
output.pack2.xy = input.texcoord0.xy;
float3 worldPos = mul(UNITY_MATRIX_M, input.vertex).xyz;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
@@ -282,10 +288,13 @@ Shader "Reset/BaseStructureShader"
input.pack2.xy += offset;
#endif
// Custom Material Properties Sampling
half4 value__BaseColorMap = TCP2_TEX2D_SAMPLE(_BaseColorMap, _BaseColorMap, input.pack2.xy).rgba;
// Shader Properties Sampling
float4 __normalMap = ( TCP2_TEX2D_SAMPLE(_BumpMap, _BumpMap, input.pack2.xy).rgba );
float __bumpScale = ( _BumpScale );
float4 __albedo = ( TCP2_TEX2D_SAMPLE(_BaseMap, _BaseMap, input.pack2.xy).rgba );
float4 __albedo = ( value__BaseColorMap.rgba );
float4 __mainColor = ( _BaseColor.rgba );
float __alpha = ( __albedo.a * __mainColor.a );
float __ambientIntensity = ( 1.0 );
@@ -599,7 +608,7 @@ Shader "Reset/BaseStructureShader"
#endif
// Texture Coordinates
output.pack1.xy.xy = input.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw;
output.pack1.xy = input.texcoord0.xy;
float3 worldPos = mul(UNITY_MATRIX_M, input.vertex).xyz;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
@@ -637,8 +646,11 @@ Shader "Reset/BaseStructureShader"
float3 positionWS = input.pack0.xyz;
// Custom Material Properties Sampling
half4 value__BaseColorMap = TCP2_TEX2D_SAMPLE(_BaseColorMap, _BaseColorMap, input.pack1.xy).rgba;
// Shader Properties Sampling
float4 __albedo = ( TCP2_TEX2D_SAMPLE(_BaseMap, _BaseMap, input.pack1.xy).rgba );
float4 __albedo = ( value__BaseColorMap.rgba );
float4 __mainColor = ( _BaseColor.rgba );
float __alpha = ( __albedo.a * __mainColor.a );
@@ -766,5 +778,5 @@ Shader "Reset/BaseStructureShader"
CustomEditor "ToonyColorsPro.ShaderGenerator.MaterialInspector_SG2"
}
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/* TCP_HASH 26ac4c997cc75da0155d69e41faede51 */
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/* TCP_HASH 213f2ac28bf85b513dd146815a1b9c4a */