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" }