Firstborn/Assets/AwesomeTechnologies/VegetationStudioPro/Runtime/Shaders/Resources/Standard/StandardShaderDevelopment.s...

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BEGIN_OPTIONS
ShaderName "AwesomeTechnologies/Development/Standard/StandardShader"
Tags { "RenderType" = "Opaque" "Queue" = "Geometry+100" } // tags are always in standard pipeline style
Workflow "Metallic" // Metallic, Specular, or Unlit
END_OPTIONS
BEGIN_SUBSHADERS
"../Instanced_Indirect_Stacked.surfshader"
"../DitherCrossfade_Stacked.surfshader"
END_SUBSHADERS
BEGIN_PROPERTIES
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_BumpMap ("Bumpmap", 2D) = "bump" {}
_DetailAlbedoMap ("DetailAlbedoMap", 2D) = "gray" {}
_DetailNormalMap ("DetailNormalMap", 2D) = "bump" {}
_OcclusionMap ("OcclusionMap", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_LODDebugColor ("LOD Debug color", Color) = (1,1,1,1)
END_PROPERTIES
BEGIN_DEFINES
#pragma target 5.0
END_DEFINES
BEGIN_CODE
half _Glossiness;
half _Metallic;
fixed4 _Color;
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _DetailAlbedoMap;
sampler2D _DetailNormalMap;
sampler2D _OcclusionMap;
fixed4 _LODDebugColor;
void SurfaceFunction(inout Surface o, ShaderData d)
{
fixed4 oc = tex2D(_OcclusionMap, d.texcoord0.xy);
fixed4 c = tex2D (_MainTex, d.texcoord0.xy) * _Color;
o.Normal = UnpackNormal (tex2D (_BumpMap, d.texcoord0.xy));
o.Albedo = c.rgb * oc.rgb;
o.Albedo *= tex2D (_DetailAlbedoMap, d.texcoord0.xy).rgb * 2;
o.Albedo *= _LODDebugColor.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
END_CODE