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

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Shader "Custom/EVP Tire Marks"
{
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" "Queue"="Geometry+1" }
LOD 200
CGPROGRAM
// WARNING!! (Unity 5.1)
// Shader receives or not shadows depending on the Rendering Mode from the material
// (in the Standard Shader inspector)
//
// I.e: Selecting the Standard shader, then changing Rendering Mode to Fade, and selecting
// back this shader, then shadows won't be collected by objects using this material.
#pragma surface surf Standard fullforwardshadows decal:blend vertex:vert
#pragma target 3.0
fixed4 _Color;
sampler2D _MainTex;
half _Glossiness;
half _Metallic;
struct Input
{
float2 uv_MainTex;
fixed4 vertexColor;
};
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)
{
// Regular standard shader implementation, but alpha is read from the vertex color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a * IN.vertexColor.a;
}
ENDCG
}
}