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

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// 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"
}