61 lines
1.9 KiB
Plaintext
61 lines
1.9 KiB
Plaintext
Shader "harry_t/glasstablesurface"
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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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_EmissionColor( "Emission Color", Color ) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_MetalSmooth ("MetalSmooth", 2D) = "white" {}
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_EmissionMap( "EmissionMap", 2D ) = "black" {}
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}
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SubShader
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{
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Tags {"Queue" = "Transparent" "RenderType"="Transparent" }
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LOD 200
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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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 alpha
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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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sampler2D _EmissionMap;
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sampler2D _MetalSmooth;
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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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fixed4 _Color;
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fixed4 _EmissionColor;
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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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fixed4 e = tex2D( _EmissionMap, IN.uv_MainTex );
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fixed4 g = tex2D( _MetalSmooth, IN.uv_MainTex );
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o.Albedo = c.rgb;
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o.Metallic = g.r;
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o.Smoothness = g.a;
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o.Alpha = c.a * _Color.a;
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o.Emission = e.r * _EmissionColor;
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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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