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41 lines
988 B
41 lines
988 B
Shader "Custom/Tesdf" { |
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Properties { |
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_Color ("Color", Color) = (1,1,1,1) |
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_MainTex ("Albedo (RGB)", 2D) = "white" {} |
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_Glossiness ("Smoothness", Range(0,1)) = 0.5 |
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_Metallic ("Metallic", Range(0,1)) = 0.0 |
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} |
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SubShader { |
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Tags { "RenderType"="Opaque" } |
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LOD 200 |
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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 |
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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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struct Input { |
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float2 uv_MainTex; |
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}; |
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half _Glossiness; |
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half _Metallic; |
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fixed4 _Color; |
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void surf (Input IN, inout SurfaceOutputStandard o) { |
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// Albedo comes from a texture tinted by color |
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; |
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o.Albedo = c.rgb; |
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// Metallic and smoothness come from slider variables |
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o.Metallic = _Metallic; |
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o.Smoothness = _Glossiness; |
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o.Alpha = c.a; |
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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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