ElectricityBusinessHall_Dig.../Assets/ArtRes/Sycoforge/Easy Decal/Shader/EDSandardVACutoffEmission.s...

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// 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"
}