Esempio n. 1
0
        protected override Shader CompositeUberShader(Material material)
        {
            var include = Application.dataPath + "/Scripts/Rendering/Shaders/Particles/Lib/ParticleUber.cginc";

            List <ShaderCompositor.ShaderProperty> properties = new List <ShaderCompositor.ShaderProperty>()
            {
                new ShaderCompositor.ShaderProperty("_MainTex", "Diffuse Tex", ShaderCompositor.ePROPERTY_TYPE.Texture2D, ShaderCompositor.eDEFAULT_VALUE.Black),
                new ShaderCompositor.ShaderProperty("_HueShift", "Hue Shift", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.Zero),
                new ShaderCompositor.ShaderProperty("_Sat", "Saturation", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.Zero),
                new ShaderCompositor.ShaderProperty("_Value", "Value", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.Zero),
                new ShaderCompositor.ShaderProperty("_PointLightIntensity", "Intensity", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.Zero),
                new ShaderCompositor.ShaderProperty("_HeightFade", "Fade Out Start Height", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.One),
                new ShaderCompositor.ShaderProperty("_GroundHeight", "Fade Out End Height", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.One),
                new ShaderCompositor.ShaderProperty("_UVScroll", "X/Y Speed", ShaderCompositor.ePROPERTY_TYPE.Vector, ShaderCompositor.eDEFAULT_VALUE.Zero),
            };

            ShaderCompositor.CategoryBlock categoryBlock = new ShaderCompositor.CategoryBlock();
            categoryBlock.Tags = new List <string>()
            {
                "\"LightMode\"=\"ForwardBase\"", "\"Queue\"=\"Transparent\"", "\"RenderType\"=\"Transparent\""
            };
            categoryBlock.CullMode = UnityEngine.Rendering.CullMode.Back;
            categoryBlock.ZWrite   = false;

            categoryBlock.ZTest        = (UnityEngine.Rendering.CompareFunction)material.GetInt("_DepthTest");
            categoryBlock.SrcBlendMode = (UnityEngine.Rendering.BlendMode)material.GetInt("_SrcFactor");
            categoryBlock.DstBlendMode = (UnityEngine.Rendering.BlendMode)material.GetInt("_DstFactor");
            categoryBlock.BlendOpMode  = (UnityEngine.Rendering.BlendOp)material.GetInt("_BlendOp");
            List <string> cgs = new List <string>()
            {
                "#include \"UnityCG.cginc\"",
                "#include \"Assets/_GameAssets/Scripts/Game/OldScripts/Rendering/Shaders/Lib/EBG_Globals.cginc\"",
                "#pragma target 3.0",
                "#pragma vertex vertex_lm",
                "#pragma fragment fragment_lm",
            };

            //we only need this for LODs with normal maps


            List <ShaderCompositor.LOD> lods = new List <ShaderCompositor.LOD>()
            {
                new ShaderCompositor.LOD(
                    200,
                    new List <string>()
                {
                },
                    new List <string>()
                {
                },
                    cgs
                    ),
                new ShaderCompositor.LOD(
                    100,
                    new List <string>()
                {
                },
                    new List <string>()
                {
                    "EBG_NORMAL_MAP_OFF", "EBG_FRESNEL_OFF"
                },
                    cgs
                    ),
            };

            char   slash = System.IO.Path.DirectorySeparatorChar;
            string dir   = Application.dataPath + slash + "Merge" + slash + "Shaders" + slash;

            System.IO.Directory.CreateDirectory(dir);

            string shaderName = ShaderCompositor.GenerateShaderName(material);
            string filePath   = string.Empty;
            Shader composited = ShaderCompositor.Composite(shaderName, material, dir, include, "EBG_", properties, categoryBlock, lods, out filePath);

            AssetDatabase.Refresh();

            return(Shader.Find(composited.name));
        }
Esempio n. 2
0
        protected override Shader CompositeUberShader(Material material)
        {
            bool isCutout      = material.shader.name.Contains("UberCutout");
            bool isFade        = material.shader.name.Contains("UberFade");
            bool isOwnLightMap = material.shader.name.Contains("UberOwnLightMap");
            bool isT4M         = material.shader.name.Contains("UberT4M");

            var include = Application.dataPath + "/_GameAssets/Scripts/Game/OldScripts/Rendering/Shaders/Environment/Uber/Lib/EnviroUber.cginc";

            List <ShaderCompositor.ShaderProperty> properties = new List <ShaderCompositor.ShaderProperty>()
            {
                new ShaderCompositor.ShaderProperty("_MainTex", "Diffuse Tex", ShaderCompositor.ePROPERTY_TYPE.Texture2D, ShaderCompositor.eDEFAULT_VALUE.Black),
                new ShaderCompositor.ShaderProperty("_NDotLWrap", "N.L Wrap", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.Zero),
                new ShaderCompositor.ShaderProperty("_NDotLWrap1", "N.L Wrap 2", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.Zero),
                new ShaderCompositor.ShaderProperty("_NormalMap", "Normal Map", ShaderCompositor.ePROPERTY_TYPE.Texture2D, ShaderCompositor.eDEFAULT_VALUE.Bump),

                new ShaderCompositor.ShaderProperty("_NormalMapIntensity", "Normal Map Itensity", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.Zero),
                new ShaderCompositor.ShaderProperty("_NormalMapDamp", "Normal Map Dampening", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.Zero),

                new ShaderCompositor.ShaderProperty("_SpecEmissiveTex", "Spec/Emissive Map (R - Spec Mask, G - Gloss, B - Emissive)", ShaderCompositor.ePROPERTY_TYPE.Texture2D, ShaderCompositor.eDEFAULT_VALUE.Black),
                new ShaderCompositor.ShaderProperty("_SpecularIntensity", "Specular Intensity", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.One),
                new ShaderCompositor.ShaderProperty("_SpecularGlossModulation", "Specular Gloss Modulation", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.One),
                new ShaderCompositor.ShaderProperty("_EmissiveColor", "Emissive Color", ShaderCompositor.ePROPERTY_TYPE.Color, ShaderCompositor.eDEFAULT_VALUE.Black),
            };

            if (isCutout)
            {
                if (!isFade)
                {
                    properties.Add(new ShaderCompositor.ShaderProperty("_Cutoff", "Alpha Cutoff", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.One));
                }
                properties.Add(new ShaderCompositor.ShaderProperty("_ReflectionColor", "Reflection Color", ShaderCompositor.ePROPERTY_TYPE.Color, ShaderCompositor.eDEFAULT_VALUE.Black));
                properties.Add(new ShaderCompositor.ShaderProperty("_ReflectionHDR", "Reflection HDR", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.Zero));
                properties.Add(new ShaderCompositor.ShaderProperty("_FresnelScale", "Fresnel Intensity", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.Zero));
                properties.Add(new ShaderCompositor.ShaderProperty("_FresnelPower", "FresnelPower", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.One));
                properties.Add(new ShaderCompositor.ShaderProperty("_FresnelColor", "FresnelColor", ShaderCompositor.ePROPERTY_TYPE.Color, ShaderCompositor.eDEFAULT_VALUE.White));
            }

            if (isOwnLightMap)
            {
                properties.Add(new ShaderCompositor.ShaderProperty("_Lightmap", "Lightmap Tex", ShaderCompositor.ePROPERTY_TYPE.Texture2D, ShaderCompositor.eDEFAULT_VALUE.Black));
                properties.Add(new ShaderCompositor.ShaderProperty("_LightmapInd", "LightmapInd Tex", ShaderCompositor.ePROPERTY_TYPE.Texture2D, ShaderCompositor.eDEFAULT_VALUE.Black));
                properties.Add(new ShaderCompositor.ShaderProperty("_Color", "Color Scale", ShaderCompositor.ePROPERTY_TYPE.Color, ShaderCompositor.eDEFAULT_VALUE.White));
            }

            if (isT4M)
            {
                properties.Clear();
                properties.Add(new ShaderCompositor.ShaderProperty("_MainTex", "Layer 1 (R)", ShaderCompositor.ePROPERTY_TYPE.Texture2D, ShaderCompositor.eDEFAULT_VALUE.Black));
                properties.Add(new ShaderCompositor.ShaderProperty("_Splat1", "Layer 2 (G)", ShaderCompositor.ePROPERTY_TYPE.Texture2D, ShaderCompositor.eDEFAULT_VALUE.Black));
                properties.Add(new ShaderCompositor.ShaderProperty("_Splat2", "Layer 3 (B)", ShaderCompositor.ePROPERTY_TYPE.Texture2D, ShaderCompositor.eDEFAULT_VALUE.Black));
                properties.Add(new ShaderCompositor.ShaderProperty("_Splat3", "Layer 4 (A)", ShaderCompositor.ePROPERTY_TYPE.Texture2D, ShaderCompositor.eDEFAULT_VALUE.Black));
                properties.Add(new ShaderCompositor.ShaderProperty("_T4MControl", "Control (RGBA)", ShaderCompositor.ePROPERTY_TYPE.Texture2D, ShaderCompositor.eDEFAULT_VALUE.Black));
                properties.Add(new ShaderCompositor.ShaderProperty("_NDotLWrap", "N.L Wrap", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.Zero));
            }

            ShaderCompositor.CategoryBlock categoryBlock = new ShaderCompositor.CategoryBlock();
            if (isFade)
            {
                categoryBlock.Tags = new List <string>()
                {
                    "\"Queue\"=\"Transparent-1\"", "\"RenderType\"=\"EnvironmentTransparent\"", "\"LightMode\"=\"ForwardBase\""
                };
                categoryBlock.CullMode = UnityEngine.Rendering.CullMode.Back;
                categoryBlock.ZWrite   = false;
                categoryBlock.ZTest    = UnityEngine.Rendering.CompareFunction.LessEqual;
                // Blend Off
                categoryBlock.SrcBlendMode = UnityEngine.Rendering.BlendMode.SrcAlpha;
                categoryBlock.DstBlendMode = UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha;
            }
            else if (isT4M)
            {
                categoryBlock.Tags = new List <string>()
                {
                    "\"Queue\"=\"Geometry\"", "\"RenderType\"=\"EnvironmentT4M\"", "\"LightMode\"=\"ForwardBase\""
                };
                categoryBlock.CullMode = UnityEngine.Rendering.CullMode.Back;
                categoryBlock.ZWrite   = true;
                categoryBlock.ZTest    = UnityEngine.Rendering.CompareFunction.LessEqual;
                // Blend Off
                categoryBlock.SrcBlendMode = UnityEngine.Rendering.BlendMode.One;
                categoryBlock.DstBlendMode = UnityEngine.Rendering.BlendMode.Zero;
            }
            else
            {
                categoryBlock.Tags = new List <string>()
                {
                    "\"Queue\"=\"Geometry\"", "\"RenderType\"=\"Environment\"", "\"LightMode\"=\"ForwardBase\""
                };
                categoryBlock.CullMode = UnityEngine.Rendering.CullMode.Back;
                categoryBlock.ZWrite   = true;
                categoryBlock.ZTest    = UnityEngine.Rendering.CompareFunction.LessEqual;
                // Blend Off
                categoryBlock.SrcBlendMode = UnityEngine.Rendering.BlendMode.One;
                categoryBlock.DstBlendMode = UnityEngine.Rendering.BlendMode.Zero;
            }

            List <string> cg100 = new List <string>()
            {
                //"#define SHADOWS_SCREEN",
                "#include \"UnityCG.cginc\"",
                "#include \"Lighting.cginc\"",
                "#include \"AutoLight.cginc\"",
                "#include \"Assets/_GameAssets/Scripts/Game/OldScripts/Rendering/Shaders/Lib/EBG_Globals.cginc\"",
                "#pragma target 3.0",
                "#pragma vertex vertex_shader",
                "#pragma fragment fragment_shader",
                "#pragma multi_compile_fwdbase",
            };
            List <string> cg50 = new List <string>()
            {
                //"#include \"UnityCG.cginc\"",
                "#include \"Lighting.cginc\"",
                "#include \"AutoLight.cginc\"",
                "#include \"Assets/_GameAssets/Scripts/Game/OldScripts/Rendering/Shaders/Lib/EBG_Globals.cginc\"",
                "#pragma target 3.0",
                "#pragma vertex vertex_shader",
                "#pragma fragment fragment_shader",
            };
            //we only need this for LODs with normal maps


            List <ShaderCompositor.LOD> lods = null;

            if (isCutout)
            {
                lods = new List <ShaderCompositor.LOD>()
                {
                    new ShaderCompositor.LOD(
                        400,
                        new List <string>()
                    {
                        "EBG_TRANSPARENT", "EBG_FOG_ON", "EBG_DYNAMIC_SHADOWS_ON", "EBG_LIGHTMAP_ON"
                    },
                        new List <string>()
                    {
                        "EBG_VERTEX_LIGHTING_OFF", "EBG_PLANAR_REFLECTIONS_OFF"
                    },
                        cg100
                        ),
                    new ShaderCompositor.LOD(
                        200,
                        new List <string>()
                    {
                        "EBG_TRANSPARENT", "EBG_FOG_ON", "EBG_LIGHTMAP_ON"
                    },
                        new List <string>()
                    {
                        "EBG_DYNAMIC_SHADOWS_OFF", "EBG_VERTEX_LIGHTING_OFF", "EBG_PLANAR_REFLECTIONS_OFF"
                    },
                        cg50
                        ),
                };
            }
            else if (isOwnLightMap)
            {
                lods = new List <ShaderCompositor.LOD>()
                {
                    new ShaderCompositor.LOD(
                        400,
                        new List <string>()
                    {
                        "EBG_FOG_ON", "EBG_DYNAMIC_SHADOWS_ON", "EBG_LIGHTMAP_ON", "EBG_LIGHTMAP_OWN_ON", "EBG_DIFFUSE_COLOR"
                    },
                        new List <string>()
                    {
                        "EBG_VERTEX_LIGHTING_OFF", "EBG_PLANAR_REFLECTIONS_OFF", "EBG_DISABLE_LIGHTMAP_OFF"
                    },
                        cg100
                        ),
                    new ShaderCompositor.LOD(
                        200,
                        new List <string>()
                    {
                        "EBG_FOG_ON", "EBG_LIGHTMAP_ON", "EBG_LIGHTMAP_OWN_ON", "EBG_DIFFUSE_COLOR"
                    },
                        new List <string>()
                    {
                        "EBG_DYNAMIC_SHADOWS_OFF", "EBG_VERTEX_LIGHTING_OFF", "EBG_PLANAR_REFLECTIONS_OFF", "EBG_DISABLE_LIGHTMAP_OFF"
                    },
                        cg50
                        ),
                };
            }
            else if (isT4M)
            {
                lods = new List <ShaderCompositor.LOD>()
                {
                    new ShaderCompositor.LOD(
                        400,
                        new List <string>()
                    {
                        "EBG_FOG_ON", "EBG_DYNAMIC_SHADOWS_ON", "EBG_LIGHTMAP_ON", "EBG_T4M_ON"
                    },
                        new List <string>()
                    {
                        "EBG_VERTEX_LIGHTING_OFF", "EBG_ALPHA_CUTOFF_OFF", "EBG_PLANAR_REFLECTIONS_OFF", "EBG_DISABLE_LIGHTMAP_OFF", "EBG_HIGHLIGHTS_IGNORE_ALPHA_OFF", "EBG_NORMAL_MAP_OFF", "EBG_SPEC_OFF", "EBG_EMISSIVE_OFF", "EBG_REFLECTIONS_OFF", "EBG_PLANAR_REFLECTIONS_OFF", "EBG_FRESNEL_OFF", "EBG_DISABLE_LIGHTMAP_OFF"
                    },
                        cg100
                        ),
                    new ShaderCompositor.LOD(
                        200,
                        new List <string>()
                    {
                        "EBG_FOG_ON", "EBG_LIGHTMAP_ON", "EBG_T4M_ON"
                    },
                        new List <string>()
                    {
                        "EBG_DYNAMIC_SHADOWS_OFF", "EBG_VERTEX_LIGHTING_OFF", "EBG_ALPHA_CUTOFF_OFF", "EBG_PLANAR_REFLECTIONS_OFF", "EBG_DISABLE_LIGHTMAP_OFF", "EBG_HIGHLIGHTS_IGNORE_ALPHA_OFF", "EBG_NORMAL_MAP_OFF", "EBG_SPEC_OFF", "EBG_EMISSIVE_OFF", "EBG_REFLECTIONS_OFF", "EBG_PLANAR_REFLECTIONS_OFF", "EBG_FRESNEL_OFF", "EBG_DISABLE_LIGHTMAP_OFF"
                    },
                        cg50
                        ),
                };
            }
            else
            {
                lods = new List <ShaderCompositor.LOD>()
                {
                    new ShaderCompositor.LOD(
                        400,
                        new List <string>()
                    {
                        "EBG_FOG_ON", "EBG_DYNAMIC_SHADOWS_ON", "EBG_LIGHTMAP_ON"
                    },
                        new List <string>()
                    {
                        "EBG_VERTEX_LIGHTING_OFF", "EBG_ALPHA_CUTOFF_OFF", "EBG_HIGHLIGHTS_IGNORE_ALPHA_OFF", "EBG_REFLECTIONS_OFF", "EBG_PLANAR_REFLECTIONS_OFF", "EBG_FRESNEL_OFF", "EBG_DISABLE_LIGHTMAP_OFF"
                    },
                        cg100
                        ),
                    new ShaderCompositor.LOD(
                        200,
                        new List <string>()
                    {
                        "EBG_FOG_ON", "EBG_LIGHTMAP_ON"
                    },
                        new List <string>()
                    {
                        "EBG_DYNAMIC_SHADOWS_OFF", "EBG_VERTEX_LIGHTING_OFF", "EBG_ALPHA_CUTOFF_OFF", "EBG_HIGHLIGHTS_IGNORE_ALPHA_OFF", "EBG_REFLECTIONS_OFF", "EBG_PLANAR_REFLECTIONS_OFF", "EBG_FRESNEL_OFF", "EBG_DISABLE_LIGHTMAP_OFF"
                    },
                        cg50
                        ),
                };
            }

            char   slash = System.IO.Path.DirectorySeparatorChar;
            string dir   = Application.dataPath + slash + "Merge" + slash + "Shaders" + slash;

            System.IO.Directory.CreateDirectory(dir);

            string shaderName = ShaderCompositor.GenerateShaderName(material);
            string filePath   = string.Empty;
            Shader composited = ShaderCompositor.Composite(shaderName, material, dir, include, "EBG_", properties, categoryBlock, lods, out filePath);

            AssetDatabase.Refresh();

            return(Shader.Find(composited.name));
        }
        protected override Shader CompositeUberShader(Material material)
        {
            bool isCutout = material.shader.name.Contains("UberCutout");

            var include = Application.dataPath + "/Scripts/Rendering/Shaders/Character/Lib/CharUber.cginc";

            List <ShaderCompositor.ShaderProperty> properties = new List <ShaderCompositor.ShaderProperty>()
            {
                new ShaderCompositor.ShaderProperty("_MainTex", "Diffuse Tex", ShaderCompositor.ePROPERTY_TYPE.Texture2D, ShaderCompositor.eDEFAULT_VALUE.Black),
                new ShaderCompositor.ShaderProperty("_NDotLWrap", "N.L Wrap", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.Zero),
                new ShaderCompositor.ShaderProperty("_NDotLWrap1", "N.L Wrap 2", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.Zero),
                new ShaderCompositor.ShaderProperty("_NormalMap", "Normal Map", ShaderCompositor.ePROPERTY_TYPE.Texture2D, ShaderCompositor.eDEFAULT_VALUE.Bump),
                new ShaderCompositor.ShaderProperty("_SpecTex", "Spec Map (A - Gloss)", ShaderCompositor.ePROPERTY_TYPE.Texture2D, ShaderCompositor.eDEFAULT_VALUE.Black),
                new ShaderCompositor.ShaderProperty("_SpecularIntensity", "Specular Intensity", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.One),
                new ShaderCompositor.ShaderProperty("_SpecularGlossModulation", "Specular Gloss Modulation", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.One),
                new ShaderCompositor.ShaderProperty("_EmissiveTex", "Emissive Map", ShaderCompositor.ePROPERTY_TYPE.Texture2D, ShaderCompositor.eDEFAULT_VALUE.Black),
                new ShaderCompositor.ShaderProperty("_EmissiveColor", "Emissive Color", ShaderCompositor.ePROPERTY_TYPE.Color, ShaderCompositor.eDEFAULT_VALUE.Black),
                new ShaderCompositor.ShaderProperty("_ReflectionColor", "Reflection Color", ShaderCompositor.ePROPERTY_TYPE.Color, ShaderCompositor.eDEFAULT_VALUE.Black),
                new ShaderCompositor.ShaderProperty("_ReflectionHDR", "Reflection HDR", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.Zero),
                new ShaderCompositor.ShaderProperty("_ReflectionFresnelIntensity", "Reflection Fresnel Intensity", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.Zero),
                new ShaderCompositor.ShaderProperty("_ReflectionFresnelPower", "Reflection Fresnel Power", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.One),
                new ShaderCompositor.ShaderProperty("_FinalColor", "FinalColor", ShaderCompositor.ePROPERTY_TYPE.Color, ShaderCompositor.eDEFAULT_VALUE.White),
                new ShaderCompositor.ShaderProperty("_ContrastIntansity", "ContrastIntansity", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.One),
                new ShaderCompositor.ShaderProperty("_Brightness", "Brightness", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.Zero),
                new ShaderCompositor.ShaderProperty("_GrayScale", "GrayScale", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.Zero),
                new ShaderCompositor.ShaderProperty("_ColorScale", "Color Scale", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.One),
                new ShaderCompositor.ShaderProperty("_FresnelIntensity", "Intensity", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.Zero),
                new ShaderCompositor.ShaderProperty("_FresnelPower", "Power", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.Zero),
                new ShaderCompositor.ShaderProperty("_FresnelColor", "Color", ShaderCompositor.ePROPERTY_TYPE.Color, ShaderCompositor.eDEFAULT_VALUE.White),
                new ShaderCompositor.ShaderProperty("_Tint1", "Tint1", ShaderCompositor.ePROPERTY_TYPE.Color, ShaderCompositor.eDEFAULT_VALUE.Black),
                new ShaderCompositor.ShaderProperty("_Tint2", "Tint2", ShaderCompositor.ePROPERTY_TYPE.Color, ShaderCompositor.eDEFAULT_VALUE.Black),
                new ShaderCompositor.ShaderProperty("_Tint3", "Tint3", ShaderCompositor.ePROPERTY_TYPE.Color, ShaderCompositor.eDEFAULT_VALUE.Black),
                new ShaderCompositor.ShaderProperty("_Tint4", "Tint4", ShaderCompositor.ePROPERTY_TYPE.Color, ShaderCompositor.eDEFAULT_VALUE.Black),
                new ShaderCompositor.ShaderProperty("_TintTex", "Tint (RGBA)", ShaderCompositor.ePROPERTY_TYPE.Texture2D, ShaderCompositor.eDEFAULT_VALUE.Black),
            };

            if (isCutout)
            {
                properties.Add(new ShaderCompositor.ShaderProperty("_Cutoff", "Alpha Cutoff", ShaderCompositor.ePROPERTY_TYPE.Float, ShaderCompositor.eDEFAULT_VALUE.One));
            }

            ShaderCompositor.CategoryBlock categoryBlock = new ShaderCompositor.CategoryBlock();
            categoryBlock.Tags = new List <string>()
            {
                "\"Queue\"=\"Geometry\"", "\"RenderType\"=\"Character\"", "\"LightMode\"=\"ForwardBase\""
            };
            categoryBlock.CullMode = UnityEngine.Rendering.CullMode.Back;
            categoryBlock.ZWrite   = true;
            categoryBlock.ZTest    = UnityEngine.Rendering.CompareFunction.LessEqual;
            // Blend Off
            categoryBlock.SrcBlendMode = UnityEngine.Rendering.BlendMode.One;
            categoryBlock.DstBlendMode = UnityEngine.Rendering.BlendMode.Zero;

            List <string> cg100 = new List <string>()
            {
                "#include \"UnityCG.cginc\"",
                "#include \"Lighting.cginc\"",
                "#include \"AutoLight.cginc\"",
                "#include \"Assets/_GameAssets/Scripts/Game/OldScripts/Rendering/Shaders/Lib/EBG_Globals.cginc\"",
                "#pragma target 3.0",
                "#pragma vertex vertex_shader",
                "#pragma fragment fragment_shader",
                "#pragma multi_compile_fwdbase"
            };

            List <string> cg50 = new List <string>()
            {
                "#include \"UnityCG.cginc\"",
                "#include \"Assets/_GameAssets/Scripts/Game/OldScripts/Rendering/Shaders/Lib/EBG_Globals.cginc\"",
                "#pragma target 3.0",
                "#pragma vertex vertex_shader",
                "#pragma fragment fragment_shader"
            };

            List <string> stencils = new List <string>()
            {
                "Stencil {",
                "	 Ref 4",
                "    Comp always",
                "    Pass replace",
                "}"
            };

            //we only need this for LODs with normal maps

            List <ShaderCompositor.LOD> lods = null;

            if (isCutout)
            {
                lods = new List <ShaderCompositor.LOD>()
                {
                    new ShaderCompositor.LOD(
                        300,
                        new List <string>()
                    {
                        "EBG_DYNAMIC_SHADOWS_ON", "EBG_POINT_LIGHT", "EBG_TRANSPARENT", "EBG_FOG_ON", "EBG_RIM_ON"
                    },
                        new List <string>()
                    {
                        "EBG_DIFFUSE_OFF", "EBG_DETAIL_OFF", "EBG_HIGHLIGHTS_IGNORE_ALPHA_OFF"
                    },
                        cg100,
                        stencils
                        ),
                    new ShaderCompositor.LOD(
                        //Normal Maps Off
                        200,
                        new List <string>()
                    {
                        "EBG_POINT_LIGHT", "EBG_TRANSPARENT", "EBG_FOG_ON"
                    },
                        new List <string>()
                    {
                        "EBG_DYNAMIC_SHADOWS_OFF", "EBG_RIM_OFF", "EBG_DIFFUSE_OFF", "EBG_DETAIL_OFF", "EBG_SPEC_OFF", "EBG_NORMAL_MAP_OFF", "EBG_FRESNEL_OFF", "EBG_REFLECTIONS_OFF"
                    },
                        cg50
                        ),
                };
            }
            else
            {
                lods = new List <ShaderCompositor.LOD>()
                {
                    new ShaderCompositor.LOD(
                        300,
                        new List <string>()
                    {
                        "EBG_DYNAMIC_SHADOWS_ON", "EBG_POINT_LIGHT", "EBG_FOG_ON", "EBG_RIM_ON"
                    },
                        new List <string>()
                    {
                        "EBG_DIFFUSE_OFF", "EBG_DETAIL_OFF", "EBG_ALPHA_CUTOFF_OFF"
                    },
                        cg100,
                        stencils
                        ),
                    new ShaderCompositor.LOD(
                        //Normal Maps Off
                        200,
                        new List <string>()
                    {
                        "EBG_POINT_LIGHT", "EBG_FOG_ON"
                    },
                        new List <string>()
                    {
                        "EBG_DYNAMIC_SHADOWS_OFF", "EBG_RIM_OFF", "EBG_DIFFUSE_OFF", "EBG_DETAIL_OFF", "EBG_ALPHA_CUTOFF_OFF", "EBG_SPEC_OFF", "EBG_NORMAL_MAP_OFF", "EBG_FRESNEL_OFF", "EBG_REFLECTIONS_OFF"
                    },
                        cg50
                        ),
                };
            }

            char   slash = System.IO.Path.DirectorySeparatorChar;
            string dir   = Application.dataPath + slash + "Merge" + slash + "Shaders" + slash;

            System.IO.Directory.CreateDirectory(dir);

            string shaderName = ShaderCompositor.GenerateShaderName(material);
            string filePath   = string.Empty;

            Shader composited = null;

            composited = ShaderCompositor.Composite(shaderName, material, dir, include, "EBG_", properties, categoryBlock, lods, out filePath);

            AssetDatabase.Refresh();

            return(Shader.Find(composited.name));
        }