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- Shader "GLTFUtility/Standard Transparent (Specular)" {
- Properties {
- _Color ("Color", Color) = (1,1,1,1)
- _MainTex ("Albedo (RGB)", 2D) = "white" {}
- _SpecGlossMap ("Specular Map", 2D) = "white" {}
- _SpecColor ("Specular Color", Color) = (1,1,1,1)
- _GlossyReflections ("Glossiness", Range(0,1)) = 1
- [Normal] _BumpMap ("Normal", 2D) = "bump" {}
- _BumpScale("NormalScale", Float) = 1.0
- _OcclusionMap ("Occlusion", 2D) = "white" {}
- _EmissionMap ("Emission", 2D) = "black" {}
- _EmissionColor ("Emission Color", Color) = (0,0,0,0)
- }
- SubShader {
- Tags { "RenderType"="Transparent" "Queue"="Transparent" }
- LOD 200
- CGPROGRAM
- // Physically based StandardSpecular lighting model, and enable shadows on all light types
- #pragma surface surf StandardSpecular fullforwardshadows alpha:fade
- // Use shader model 3.0 target, to get nicer looking lighting
- #pragma target 3.0
- sampler2D _MainTex;
- sampler2D _SpecGlossMap;
- sampler2D _BumpMap;
- sampler2D _OcclusionMap;
- sampler2D _EmissionMap;
- struct Input {
- float2 uv_MainTex;
- float2 uv_BumpMap;
- float2 uv_SpecGlossMap;
- float2 uv_OcclusionMap;
- float2 uv_EmissionMap;
- float4 color : COLOR;
- };
- half _GlossyReflections;
- 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 SurfaceOutputStandardSpecular o) {
- // Albedo comes from a texture tinted by color
- fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
- o.Albedo = c.rgb * IN.color;
- o.Alpha = c.a;
- // Specular / roughness
- fixed4 s = tex2D (_SpecGlossMap, IN.uv_SpecGlossMap);
- o.Specular = s.rgb * _SpecColor;
- o.Smoothness = s.a * _GlossyReflections;
- // 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"
- }
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