AwesomeRunner/Assets/Shaders/CurvedSurfaceEmission.shader
2022-08-21 05:13:11 +03:00

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2.2 KiB
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Shader "Custom/CurvedSurfaceEmissionOnly"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo", 2D) = "white" {}
_EmissionMap("Emission Map", 2D) = "white" {}
[HDR] _EmissionColor("Emission Color", Color) = (0,0,0)
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType" = "Fade" "Queue" = "Geometry" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows vertex:vert addshadow
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _EmissionMap;
fixed4 _EmissionColor;
//float4 MainTex_ST;
sampler2D MainTex;
//float _CurveStrength_x;
//float _CurveStrength_y;
struct Input
{
float2 uv_EmissionMap;
float2 uv_MainTex;
float2 texcoord;
};
#include "CurvedCode.cginc"
sampler2D _MainTex;
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Emission = tex2D(_MainTex, IN.uv_EmissionMap).a * _EmissionColor;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}