// Easy Decal shader using Unity's standard pbs workflow. v1.3 Shader "Easy Decal/ED Standard (Specular, Vertex Alpha)" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _SpecMap ("Specular (RGB) Smoothness (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _Occlusion ("Ambient Occlusion (R)", 2D) = "white" {} _Specularity ("Specular Multiplier", Range(0,1)) = 1.0 _Smoothness ("Smoothness Multiplier", Range(0,1)) = 1.0 } SubShader { Tags { "Queue"="Transparent" "RenderType"="Transparent" "ForceNoShadowCasting" = "True" } LOD 200 Offset -1,-1 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf StandardSpecular fullforwardshadows alpha:fade // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; sampler2D _SpecMap; sampler2D _BumpMap; sampler2D _Occlusion; half _Specularity; half _Smoothness; fixed4 _Color; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float4 color : COLOR; }; void surf (Input IN, inout SurfaceOutputStandardSpecular o) { fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; fixed4 s = tex2D (_SpecMap, IN.uv_MainTex); fixed4 n = tex2D (_BumpMap, IN.uv_BumpMap); fixed ao = tex2D (_Occlusion, IN.uv_BumpMap).r; o.Albedo = c.rgb * IN.color.rgb * _Color; o.Specular = s.rgb * _Specularity; o.Smoothness = s.a * _Smoothness; o.Normal = UnpackNormal (n); o.Occlusion = ao; o.Alpha = c.a * IN.color.a; } ENDCG } FallBack "Transparent" }