ArabDesert/Assets/harry_t/ht8b_shaders/surface_simplified.shader

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Shader "harry_t/surface_simplified"
{
Properties
{
_EmissionColor ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_EmissionMap ("Emission mask", 2D) = "black" {}
_Color ("Cloth Colour", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert noforwardadd
sampler2D _MainTex;
sampler2D _EmissionMap;
struct Input
{
float2 uv_MainTex;
};
fixed4 _EmissionColor;
fixed3 _Color;
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
fixed4 stuff = tex2D( _EmissionMap, IN.uv_MainTex );
o.Albedo = c.rgb * _Color;
o.Emission = stuff.r * _EmissionColor;
}
ENDCG
}
FallBack "Diffuse"
}