| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374 | Shader "GLTFUtility/Standard (Metallic)" {	Properties {		_Color ("Color", Color) = (1,1,1,1)		_MainTex ("Albedo (RGB)", 2D) = "white" {}		_MetallicGlossMap ("Metallic (B) Gloss (G)", 2D) = "white" {}		_Roughness ("Roughness", Range(0,1)) = 1		_Metallic ("Metallic", Range(0,1)) = 1		[Normal] _BumpMap ("Normal", 2D) = "bump" {}		_BumpScale("NormalScale", Float) = 1.0		_OcclusionMap ("Occlusion (R)", 2D) = "white" {}		_EmissionMap ("Emission", 2D) = "black" {}		_EmissionColor ("Emission Color", Color) = (0,0,0,0)		_AlphaCutoff ("Alpha Cutoff", Range(0,1)) = 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		// Use shader model 3.0 target, to get nicer looking lighting		#pragma target 3.0		sampler2D _MainTex;		sampler2D _MetallicGlossMap;		sampler2D _BumpMap;		sampler2D _OcclusionMap;		sampler2D _EmissionMap;				struct Input {			float2 uv_MainTex;			float2 uv_BumpMap;			float2 uv_MetallicGlossMap;			float2 uv_OcclusionMap;			float2 uv_EmissionMap;			float4 color : COLOR;		};		half _Roughness;		half _Metallic;		half _AlphaCutoff;		half _BumpScale;		fixed4 _Color;		fixed4 _EmissionColor;		// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.		// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.		// #pragma instancing_options assumeuniformscaling		UNITY_INSTANCING_BUFFER_START(Props)		// put more per-instance properties here		UNITY_INSTANCING_BUFFER_END(Props)		void surf (Input IN, inout SurfaceOutputStandard o) {			// Albedo comes from a texture tinted by color			fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;			o.Albedo = c.rgb * IN.color;			clip(c.a - _AlphaCutoff);			// Metallic comes from blue channel tinted by slider variables			fixed4 m = tex2D (_MetallicGlossMap, IN.uv_MetallicGlossMap);			o.Metallic = m.b * _Metallic;			// Smoothness comes from blue channel tinted by slider variables			o.Smoothness = 1 - (m.g * _Roughness);			// Normal comes from a bump map			o.Normal = UnpackScaleNormal (tex2D (_BumpMap, IN.uv_BumpMap), _BumpScale);			// Ambient Occlusion comes from red channel			o.Occlusion = tex2D (_OcclusionMap, IN.uv_OcclusionMap).r;			// Emission comes from a texture tinted by color			o.Emission = tex2D (_EmissionMap, IN.uv_EmissionMap) * _EmissionColor;		}		ENDCG	}	FallBack "Diffuse"}
 |