DongYingLiangGuanYiGong/Assets/3rds/HighlightingSystemDemo/Assets/Shaders/Dither.shader

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Shader "Custom/Dither"
{
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
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows addshadow vertex:vert
#pragma multi_compile _ LOD_FADE_CROSSFADE
// Use shader model 3.0 target, to get nicer looking lighting
// Commented out since that's causing artifacts in Forward and Legacy Deferred (Light Prepass) rendering paths (only in builds)
//#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
#if LOD_FADE_CROSSFADE
float4 screenPos;
#endif
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void vert(inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
}
void surf(Input IN, inout SurfaceOutputStandard o)
{
#if LOD_FADE_CROSSFADE
float2 coord = (IN.screenPos.xy / IN.screenPos.w) * _ScreenParams.xy;
UNITY_APPLY_DITHER_CROSSFADE(coord);
#endif
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}