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47 lines
1.1 KiB
47 lines
1.1 KiB
3 years ago
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Shader "Custom/SurfaceShader_VC" {
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Properties{
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_Color("Color", Color) = (1,1,1,1)
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_MainTex("Albedo (RGB)", 2D) = "white" {}
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_Normal("Normap Map", 2D) = "bump" {}
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}
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SubShader{
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Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
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LOD 200
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Blend One OneMinusSrcAlpha
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows vertex:vert alpha:fade
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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sampler2D _MainTex;
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sampler2D _Normal;
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struct Input {
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float2 uv_MainTex;
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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};
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void vert(inout appdata_full v, out Input o)
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{
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UNITY_INITIALIZE_OUTPUT(Input, o);
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o.color = v.color;
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}
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fixed4 _Color;
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void surf(Input IN, inout SurfaceOutputStandard o) {
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// Albedo comes from a texture tinted by color
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb*IN.color;
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o.Normal = UnpackNormal(tex2D(_Normal, IN.uv_MainTex));
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o.Alpha = c.a*IN.color.a;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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