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at the Unity Asset Store - http://u3d.as/y3X +Shader "PBR Material Double" +{ + Properties + { + _AlbedoTex("Albedo Tex", 2D) = "white" {} + _BaseCol("Base Col", Color) = (0,0,0,0) + _MetalRoughnessAo("Metal&Roughness&Ao", 2D) = "white" {} + _MetalInt("Metal Int", Range( 0 , 1)) = 0 + _RoughnessInt("Roughness Int", Range( 0 , 1)) = 0 + _NormalTex("Normal Tex", 2D) = "bump" {} + _NormalInt("Normal Int", Range( 0 , 3)) = 1 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } + Cull Off + CGPROGRAM + #pragma target 3.0 + #pragma surface surf Standard keepalpha addshadow fullforwardshadows + struct Input + { + float2 uv_texcoord; + }; + + uniform sampler2D _NormalTex; + uniform float4 _NormalTex_ST; + uniform float _NormalInt; + uniform sampler2D _AlbedoTex; + uniform float4 _AlbedoTex_ST; + uniform float4 _BaseCol; + uniform sampler2D _MetalRoughnessAo; + uniform float4 _MetalRoughnessAo_ST; + uniform float _MetalInt; + uniform float _RoughnessInt; + + void surf( Input i , inout SurfaceOutputStandard o ) + { + float2 uv_NormalTex = i.uv_texcoord * _NormalTex_ST.xy + _NormalTex_ST.zw; + float3 tex2DNode8 = UnpackNormal( tex2D( _NormalTex, uv_NormalTex ) ); + float3 appendResult46 = (float3(( tex2DNode8.r * _NormalInt ) , ( tex2DNode8.g * _NormalInt ) , tex2DNode8.b)); + o.Normal = appendResult46; + float2 uv_AlbedoTex = i.uv_texcoord * _AlbedoTex_ST.xy + _AlbedoTex_ST.zw; + o.Albedo = ( tex2D( _AlbedoTex, uv_AlbedoTex ) * _BaseCol ).rgb; + float2 uv_MetalRoughnessAo = i.uv_texcoord * _MetalRoughnessAo_ST.xy + _MetalRoughnessAo_ST.zw; + float4 tex2DNode20 = tex2D( _MetalRoughnessAo, uv_MetalRoughnessAo ); + o.Metallic = ( tex2DNode20.r * _MetalInt ); + o.Smoothness = ( ( 1.0 - tex2DNode20.g ) * _RoughnessInt ); + o.Alpha = 1; + } + + ENDCG + } + Fallback "Diffuse" + CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN +Version=18935 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