H_SafeExperienceDrivingSystem/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVP Tire Marks Debug.shader

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Shader "Custom/EVP Tire Marks Debug"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows vertex:vert
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
fixed4 vertexColor;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
o.vertexColor = v.color;
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
// o.Albedo = c.rgb;
o.Albedo = IN.vertexColor.aaa;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
// o.Alpha = c.a * IN.vertexColor.a;
o.Alpha = 1;
}
ENDCG
}
FallBack "Diffuse"
}