Shader "Emulated Mipmap/Standard" { 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 _SampleMultiplier("Sample Multiplier", Range(0, 8)) = 1.0 _MaxSamplesPerLine("Line Sample Limit", Range(1, 50)) = 10 } SubShader { Tags { "RenderType" = "Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard fullforwardshadows #pragma target 3.0 sampler2D _MainTex; float4 _MainTex_TexelSize; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; float _SampleMultiplier; int _MaxSamplesPerLine; fixed4 _Color; #include "./MipSample.cginc" void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 c = mipSample( _MainTex, IN.uv_MainTex, _MainTex_TexelSize.zw, _MaxSamplesPerLine, _SampleMultiplier ); o.Albedo = _Color * c; o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } FallBack "Standard" }