61 lines
1.9 KiB
Plaintext
61 lines
1.9 KiB
Plaintext
|
Shader "harry_t/glasstablesurface"
|
||
|
{
|
||
|
Properties
|
||
|
{
|
||
|
_Color ("Color", Color) = (1,1,1,1)
|
||
|
_EmissionColor( "Emission Color", Color ) = (1,1,1,1)
|
||
|
_MainTex ("Albedo (RGB)", 2D) = "white" {}
|
||
|
_MetalSmooth ("MetalSmooth", 2D) = "white" {}
|
||
|
_EmissionMap( "EmissionMap", 2D ) = "black" {}
|
||
|
}
|
||
|
SubShader
|
||
|
{
|
||
|
Tags {"Queue" = "Transparent" "RenderType"="Transparent" }
|
||
|
LOD 200
|
||
|
|
||
|
ZWrite Off
|
||
|
Blend SrcAlpha OneMinusSrcAlpha
|
||
|
|
||
|
CGPROGRAM
|
||
|
// Physically based Standard lighting model, and enable shadows on all light types
|
||
|
#pragma surface surf Standard fullforwardshadows alpha
|
||
|
|
||
|
// Use shader model 3.0 target, to get nicer looking lighting
|
||
|
#pragma target 3.0
|
||
|
|
||
|
sampler2D _MainTex;
|
||
|
sampler2D _EmissionMap;
|
||
|
sampler2D _MetalSmooth;
|
||
|
|
||
|
struct Input
|
||
|
{
|
||
|
float2 uv_MainTex;
|
||
|
};
|
||
|
|
||
|
|
||
|
fixed4 _Color;
|
||
|
fixed4 _EmissionColor;
|
||
|
|
||
|
// 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;
|
||
|
fixed4 e = tex2D( _EmissionMap, IN.uv_MainTex );
|
||
|
fixed4 g = tex2D( _MetalSmooth, IN.uv_MainTex );
|
||
|
o.Albedo = c.rgb;
|
||
|
o.Metallic = g.r;
|
||
|
o.Smoothness = g.a;
|
||
|
o.Alpha = c.a * _Color.a;
|
||
|
o.Emission = e.r * _EmissionColor;
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
FallBack "Diffuse"
|
||
|
}
|