mirror of
https://github.com/tym1116/BH3.git
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47 lines
1.5 KiB
GLSL
47 lines
1.5 KiB
GLSL
Shader "Standard" {
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo", 2D) = "white" { }
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_Cutoff ("Alpha Cutoff", Range(0,1)) = 0.5
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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[Gamma] _Metallic ("Metallic", Range(0,1)) = 0
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_MetallicGlossMap ("Metallic", 2D) = "white" { }
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_BumpScale ("Scale", Float) = 1
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_BumpMap ("Normal Map", 2D) = "bump" { }
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_Parallax ("Height Scale", Range(0.005,0.08)) = 0.02
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_ParallaxMap ("Height Map", 2D) = "black" { }
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_OcclusionStrength ("Strength", Range(0,1)) = 1
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_OcclusionMap ("Occlusion", 2D) = "white" { }
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_EmissionColor ("Color", Color) = (0,0,0,1)
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_EmissionMap ("Emission", 2D) = "white" { }
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_DetailMask ("Detail Mask", 2D) = "white" { }
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_DetailAlbedoMap ("Detail Albedo x2", 2D) = "grey" { }
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_DetailNormalMapScale ("Scale", Float) = 1
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_DetailNormalMap ("Normal Map", 2D) = "bump" { }
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[Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0
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[HideInInspector] _Mode ("__mode", Float) = 0
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[HideInInspector] _SrcBlend ("__src", Float) = 1
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[HideInInspector] _DstBlend ("__dst", Float) = 0
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[HideInInspector] _ZWrite ("__zw", Float) = 1
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType" = "Opaque" }
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LOD 200
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CGPROGRAM
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#pragma surface surf Standard fullforwardshadows
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#pragma target 3.0
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sampler2D _MainTex;
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struct Input
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{
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float2 uv_MainTex;
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};
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void surf(Input IN, inout SurfaceOutputStandard o)
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{
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
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o.Albedo = c.rgb;
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}
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ENDCG
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}
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} |