ArabDesert/Assets/harry_t/ht8b_shaders/glasstablesurface.shader

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"
}