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

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2.7 KiB
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Shader "Custom/CurvedSurfaceAlphaAdditive"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo", 2D) = "white" {}
_BumpMap("Normal Map", 2D) = "bump" {}
_OcclusionMap("Occlusion Map", 2D) = "white" {}
_SmoothnessMap("Smoothness Map", 2D) = "black" {}
_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" = "Transparent" "Queue" = "Transparent" }//"DisableBatching" = "true" "
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows alpha:blend decal:add vertex:vert addshadow
// Use shader model 3.5 target, to get nicer looking lighting and to get emission map to work
#pragma target 3.5
sampler2D MainTex;
sampler2D _BumpMap;
sampler2D _OcclusionMap;
sampler2D _SmoothnessMap;
sampler2D _EmissionMap;
fixed4 _EmissionColor;
float4 MainTex_ST;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv_SmoothnessMap;
float2 uv_OcclusionMap;
float2 uv_EmissionMap;
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.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
o.Occlusion = tex2D(_OcclusionMap, IN.uv_OcclusionMap).rgb;
o.Emission = tex2D(_EmissionMap, IN.uv_EmissionMap).rgb * _EmissionColor;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = tex2D(_SmoothnessMap, IN.uv_SmoothnessMap).rgb * _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}