Files
BH3/Assets/Shader/Shader.shader
2025-08-13 09:26:42 +08:00

47 lines
1.5 KiB
GLSL

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
}
}