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@DevEarley
Last active March 19, 2022 14:15
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Shader that works well with Unity3d. Tested with Collada file that had vertex colors.
Shader "Custom/VertexColorEmissive"
{
Properties
{
_MainTex("Color (RGB) Alpha (A)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
_Emissive ("Emissive", Range(0,1)) = 1.0
_Cutoff("Alpha cutoff", Range(0,1)) = 0.2
}
SubShader
{
Tags {"Queue" = "AlphaTest" "RenderType" = "TransparentCutout"}
LOD 200
CGPROGRAM
#pragma surface surf Standard vertex:vert alphatest:_Cutoff
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float4 vertColor;
float2 uv_MainTex;
};
half _Glossiness;
half _Emissive;
half _Metallic;
fixed4 _Color;
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
void vert(inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
o.vertColor = v.color;
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * IN.vertColor;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Emission = tex2D(_MainTex, IN.uv_MainTex).rgb * IN.vertColor *_Emissive;
o.Alpha = tex2D(_MainTex, IN.uv_MainTex).a;
}
ENDCG
}
FallBack "Diffuse"
}
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