78 lines
2.3 KiB
Plaintext
78 lines
2.3 KiB
Plaintext
![]() |
// ***********************************************************************
|
||
|
// Author : Kimch
|
||
|
// Created : 2018-7-1
|
||
|
// Description : 角色Shader
|
||
|
// Last Modified By : Kimch
|
||
|
// Last Modified On : 2019-7-1
|
||
|
// ***********************************************************************
|
||
|
// <copyright file= "MY_PBS_Weapon" company="kk"></copyright>
|
||
|
// ***********************************************************************
|
||
|
Shader "MY/PBS/Weapon"
|
||
|
{
|
||
|
Properties
|
||
|
{
|
||
|
_Color("Color", Color) = (1,1,1,1)
|
||
|
_MainTex("Albedo (RGB)", 2D) = "white" {}
|
||
|
_Control("R(metallic)G(Smooth)B(liuguang)", 2D) = "white" { }
|
||
|
|
||
|
_Glossiness("Smoothness", Range(0,1)) = 0.5
|
||
|
_Metallic("Metallic", Range(0,1)) = 0.0
|
||
|
|
||
|
}
|
||
|
SubShader
|
||
|
{
|
||
|
Tags { "RenderType" = "Opaque" }
|
||
|
LOD 200
|
||
|
CGINCLUDE
|
||
|
ENDCG
|
||
|
|
||
|
CGPROGRAM
|
||
|
// Physically based Standard lighting model, and enable shadows on all light types
|
||
|
#pragma surface surf Standard noforwardadd nometa nolightmap nofog nolppv noinstancing exclude_path:deferred exclude_path:prepass
|
||
|
|
||
|
// Use shader model 3.0 target, to get nicer looking lighting
|
||
|
#pragma target 3.0
|
||
|
|
||
|
sampler2D _MainTex;
|
||
|
sampler2D _Control;
|
||
|
|
||
|
struct Input
|
||
|
{
|
||
|
float2 uv_MainTex;
|
||
|
};
|
||
|
|
||
|
//struct SurfaceOutputStandard
|
||
|
//{
|
||
|
// fixed3 Albedo; // base (diffuse or specular) color
|
||
|
// float3 Normal; // tangent space normal, if written
|
||
|
// half3 Emission;
|
||
|
// half Metallic; // 0=non-metal, 1=metal
|
||
|
// // Smoothness is the user facing name, it should be perceptual smoothness but user should not have to deal with it.
|
||
|
// // Everywhere in the code you meet smoothness it is perceptual smoothness
|
||
|
// half Smoothness; // 0=rough, 1=smooth
|
||
|
// half Occlusion; // occlusion (default 1)
|
||
|
// fixed Alpha; // alpha for transparencies
|
||
|
//};
|
||
|
|
||
|
half _Glossiness;
|
||
|
half _Metallic;
|
||
|
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;
|
||
|
|
||
|
fixed4 control = tex2D(_Control, IN.uv_MainTex);
|
||
|
|
||
|
// Metallic and smoothness come from slider variables
|
||
|
o.Metallic = _Metallic * control.r;
|
||
|
o.Smoothness = _Glossiness;// *control.g;
|
||
|
o.Alpha = c.a;
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
FallBack "Diffuse"
|
||
|
}
|