// Easy Decal shader using Unity's standard pbs workflow. v1.0 Shader "Easy Decal/ED Standard (Metallic, Emission, Vertex Alpha, Cutoff)" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _MetallicMap ("Metallic (R) Smoothness (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _Occlusion ("Ambient Occlusion (R)", 2D) = "white" {} _Metallic ("Metallic Multiplier", Range(0,1)) = 1.0 _Smoothness("Smoothness Multiplier", Range(0,1)) = 1.0 _Cutoff ("Cutoff", Range(0.01,1)) = 0.1 [HDR]_EmissionColor("Emission Color", Color) = (1,1,1,1) _EmissionMap("Emission (RGB)", 2D) = "black" {} } SubShader { Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" "ForceNoShadowCasting" = "True" } LOD 200 Offset -1,-1 CGPROGRAM #pragma surface surf Standard alphatest:_Cutoff vertex:vert fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 #include "UnityPBSLighting.cginc" sampler2D _MainTex; sampler2D _MetallicMap; sampler2D _BumpMap; sampler2D _Occlusion; sampler2D _EmissionMap; half _Metallic; half _Smoothness; fixed4 _Color; fixed4 _EmissionColor; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float2 uv_EmissionMap; float4 color; }; void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input, o); o.color = v.color; } void surf (Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; fixed4 m = tex2D (_MetallicMap, IN.uv_MainTex); fixed4 n = tex2D (_BumpMap, IN.uv_BumpMap); fixed ao = tex2D(_Occlusion, IN.uv_BumpMap).r; fixed4 e = tex2D (_EmissionMap, IN.uv_EmissionMap); o.Albedo = c.rgb * IN.color.rgb * _Color; o.Metallic = m.r * _Metallic; o.Smoothness = m.a * _Smoothness; o.Normal = UnpackNormal (n); o.Occlusion = ao; o.Emission = e * _EmissionColor; o.Alpha = c.a * IN.color.a; } ENDCG } FallBack "Transparent" }