54 lines
1.7 KiB
Plaintext
54 lines
1.7 KiB
Plaintext
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BEGIN_OPTIONS
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ShaderName "AwesomeTechnologies/Development/Standard/StandardShader"
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Tags { "RenderType" = "Opaque" "Queue" = "Geometry+100" } // tags are always in standard pipeline style
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Workflow "Metallic" // Metallic, Specular, or Unlit
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END_OPTIONS
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BEGIN_SUBSHADERS
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"../Instanced_Indirect_Stacked.surfshader"
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"../DitherCrossfade_Stacked.surfshader"
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END_SUBSHADERS
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BEGIN_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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_BumpMap ("Bumpmap", 2D) = "bump" {}
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_DetailAlbedoMap ("DetailAlbedoMap", 2D) = "gray" {}
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_DetailNormalMap ("DetailNormalMap", 2D) = "bump" {}
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_OcclusionMap ("OcclusionMap", 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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_LODDebugColor ("LOD Debug color", Color) = (1,1,1,1)
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END_PROPERTIES
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BEGIN_DEFINES
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#pragma target 5.0
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END_DEFINES
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BEGIN_CODE
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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sampler2D _MainTex;
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sampler2D _BumpMap;
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sampler2D _DetailAlbedoMap;
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sampler2D _DetailNormalMap;
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sampler2D _OcclusionMap;
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fixed4 _LODDebugColor;
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void SurfaceFunction(inout Surface o, ShaderData d)
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{
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fixed4 oc = tex2D(_OcclusionMap, d.texcoord0.xy);
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fixed4 c = tex2D (_MainTex, d.texcoord0.xy) * _Color;
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o.Normal = UnpackNormal (tex2D (_BumpMap, d.texcoord0.xy));
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o.Albedo = c.rgb * oc.rgb;
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o.Albedo *= tex2D (_DetailAlbedoMap, d.texcoord0.xy).rgb * 2;
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o.Albedo *= _LODDebugColor.rgb;
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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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END_CODE
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