天津23维预案
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Shader "Hidden/SolidBody1" {
Properties {
_Color ("Color", Color) = (0,1,0,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
//// Albedo comes from a texture tinted by color
//fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
//o.Albedo = c.rgb;
//// Metallic and smoothness come from slider variables
//o.Metallic = _Metallic;
//o.Smoothness = _Glossiness;
//o.Alpha = c.a;
fixed4 c = _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}