ElectricityBusinessHall_Dig.../Assets/ArtRes/Sycoforge/Easy Decal/Shader/EDStandardSpecular.shader

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// 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"
}