50 lines
1.2 KiB
Plaintext
50 lines
1.2 KiB
Plaintext
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Shader "harry_t/standard_nocull"
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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 (RGB)", 2D) = "white" {}
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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 { "Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" }
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Cull Off
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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CGPROGRAM
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#pragma surface surf Standard 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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struct Input
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{
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float2 uv_MainTex;
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};
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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void surf (Input IN, inout SurfaceOutputStandard o)
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{
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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;
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// Metallic and smoothness come from slider variables
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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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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