47 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			47 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| Shader "Custom/SurfaceShader_VC" {
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| 	Properties{
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| 		_Color("Color", Color) = (1,1,1,1)
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| 		_MainTex("Albedo (RGB)", 2D) = "white" {}
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| 		_Normal("Normap Map", 2D) = "bump" {}
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| 
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| 	}
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| 		SubShader{
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| 		Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
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| 		LOD 200
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| 		Blend One OneMinusSrcAlpha
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| 
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| 		CGPROGRAM
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| 		// Physically based Standard lighting model, and enable shadows on all light types
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| #pragma surface surf Standard fullforwardshadows vertex:vert alpha:fade
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| 
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| 		// Use shader model 3.0 target, to get nicer looking lighting
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| #pragma target 3.0
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| 
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| 	sampler2D _MainTex;
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| 	sampler2D _Normal;
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| 
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| 	struct Input {
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| 		float2 uv_MainTex;
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| 		float4 vertex : SV_POSITION;
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| 		float4 color : COLOR;
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| 	};
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| 
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| 	void vert(inout appdata_full v, out Input o)
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| 	{
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| 		UNITY_INITIALIZE_OUTPUT(Input, o);
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| 		o.color = v.color;
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| 	}
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| 
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| 	fixed4 _Color;
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| 
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| 	void surf(Input IN, inout SurfaceOutputStandard o) {
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| 		// Albedo comes from a texture tinted by color
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| 		fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
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| 		o.Albedo = c.rgb*IN.color;
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| 		o.Normal = UnpackNormal(tex2D(_Normal, IN.uv_MainTex));
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| 		o.Alpha = c.a*IN.color.a;
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| 	}
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| 	ENDCG
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| 	}
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| 		FallBack "Diffuse"
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| } |