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