Shader "Standard" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo", 2D) = "white" { } _Cutoff ("Alpha Cutoff", Range(0,1)) = 0.5 _Glossiness ("Smoothness", Range(0,1)) = 0.5 [Gamma] _Metallic ("Metallic", Range(0,1)) = 0 _MetallicGlossMap ("Metallic", 2D) = "white" { } _BumpScale ("Scale", Float) = 1 _BumpMap ("Normal Map", 2D) = "bump" { } _Parallax ("Height Scale", Range(0.005,0.08)) = 0.02 _ParallaxMap ("Height Map", 2D) = "black" { } _OcclusionStrength ("Strength", Range(0,1)) = 1 _OcclusionMap ("Occlusion", 2D) = "white" { } _EmissionColor ("Color", Color) = (0,0,0,1) _EmissionMap ("Emission", 2D) = "white" { } _DetailMask ("Detail Mask", 2D) = "white" { } _DetailAlbedoMap ("Detail Albedo x2", 2D) = "grey" { } _DetailNormalMapScale ("Scale", Float) = 1 _DetailNormalMap ("Normal Map", 2D) = "bump" { } [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0 [HideInInspector] _Mode ("__mode", Float) = 0 [HideInInspector] _SrcBlend ("__src", Float) = 1 [HideInInspector] _DstBlend ("__dst", Float) = 0 [HideInInspector] _ZWrite ("__zw", Float) = 1 } //DummyShaderTextExporter SubShader{ Tags { "RenderType" = "Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard fullforwardshadows #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = c.rgb; } ENDCG } }