shaoxiadiablo/Assets/AGame/Res/Shaders/MYPBS/MY_PBS_Weapon.shader

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2025-05-18 01:04:31 +08:00
// ***********************************************************************
// 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"
}