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