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47 lines
1.1 KiB
47 lines
1.1 KiB
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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} |