74 lines
1.7 KiB
Plaintext
74 lines
1.7 KiB
Plaintext
// Easy Decal shader using Unity's standard pbs workflow. v1.1
|
|
Shader "Easy Decal/ED Standard Normal (Vertex Alpha)"
|
|
{
|
|
Properties
|
|
{
|
|
_Color ("Color", Color) = (1,1,1,1)
|
|
_MainTex ("Albedo (RGB)", 2D) = "white" {}
|
|
_BumpMap ("Normal Map", 2D) = "bump" {}
|
|
_Glossiness ("Smoothness", Range(0,1)) = 0.5
|
|
_Metallic ("Metallic", Range(0,1)) = 0.0
|
|
_NormalStrength ("Normal Strength", Range(0.1,10)) = 1.0
|
|
}
|
|
SubShader
|
|
{
|
|
Tags
|
|
{
|
|
"Queue"="Transparent"
|
|
"RenderType"="Transparent"
|
|
"ForceNoShadowCasting" = "True"
|
|
}
|
|
LOD 200
|
|
Offset -1,-1
|
|
//Blend SrcAlpha OneMinusSrcAlpha
|
|
//AlphaToMask On
|
|
|
|
CGPROGRAM
|
|
|
|
#pragma surface surf Standard alpha:fade vertex:vert fullforwardshadows addshadow
|
|
|
|
// Use shader model 3.0 target, to get nicer looking lighting
|
|
#pragma target 3.0
|
|
|
|
#include "UnityPBSLighting.cginc"
|
|
sampler2D _MainTex;
|
|
sampler2D _BumpMap;
|
|
|
|
half _Glossiness;
|
|
half _Metallic;
|
|
half _NormalStrength;
|
|
fixed4 _Color;
|
|
|
|
struct Input
|
|
{
|
|
float2 uv_MainTex;
|
|
float2 uv_BumpMap;
|
|
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)
|
|
{
|
|
// Albedo comes from a texture tinted by color
|
|
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
|
|
//fixed3 n = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)) * _NormalStrength;
|
|
fixed3 n = UnpackScaleNormal(tex2D (_BumpMap, IN.uv_MainTex), _NormalStrength);
|
|
o.Albedo = c.rgb;
|
|
o.Normal = n;
|
|
|
|
// Metallic and smoothness come from slider variables
|
|
o.Metallic = _Metallic;
|
|
o.Smoothness = _Glossiness;
|
|
o.Alpha = c.a * IN.color.a * _Color.a;
|
|
}
|
|
ENDCG
|
|
}
|
|
FallBack "Diffuse"
|
|
}
|