// *********************************************************************** // Author : Kimch // Created : 2018-7-1 // Description : 角色Shader // Last Modified By : Kimch // Last Modified On : 2019-7-1 // *********************************************************************** // // *********************************************************************** 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" }