ArabDesert/Assets/harry_t/ht8b_shaders/tablesurface.shader

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Shader "harry_t/StandardTintable"
{
Properties
{
_EmissionColor ("Emission Colour", Color) = (1,1,1,1)
_Color ("Tint Colour", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB), tintmap(A)", 2D) = "white" {}
_EmissionMap ("Emission mask", 2D) = "black" {}
_Metalic ("Metalic/Smoothness(A)", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows vertex:vert
#pragma target 3.0
sampler2D _MainTex;
sampler2D _EmissionMap;
sampler2D _Metalic;
fixed4 _EmissionColor;
fixed3 _Color;
struct Input
{
float2 uv_MainTex;
float3 modelPos;
};
void vert ( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT(Input,o);
o.modelPos = v.vertex.xyz;
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed4 sample_diffuse = tex2D (_MainTex, IN.uv_MainTex);
fixed4 sample_emission = tex2D( _EmissionMap, IN.uv_MainTex );
fixed4 sample_metalic = tex2D( _Metalic, IN.uv_MainTex );
o.Albedo = lerp( sample_diffuse.rgb, _Color * sample_diffuse.rgb * 2.0, pow(sample_diffuse.a,0.1) );
o.Metallic = sample_metalic.r;
o.Smoothness = sample_metalic.a;
o.Alpha = 1.0;
o.Emission = sample_emission.r * _EmissionColor;
}
ENDCG
}
FallBack "Diffuse"
}