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Shader "Custom/StandardPaint" | |
{ | |
Properties | |
{ | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
_Metallic ("Metallic", Range(0,1)) = 0.0 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
CGPROGRAM | |
#include "UnityCG.cginc" | |
// Physically based Standard lighting model, and enable shadows on all light types | |
#pragma surface surf Standard fullforwardshadows | |
#pragma debug | |
// Use shader model 3.0 target, to get nicer looking lighting | |
#pragma target 3.0 | |
sampler2D _MainTex; | |
struct Input | |
{ | |
float2 uv_MainTex; | |
}; | |
half _Glossiness; | |
half _Metallic; | |
fixed4 _Color; | |
void surf (Input IN, inout SurfaceOutputStandard o) | |
{ | |
// This lets us sample the unity_Lightmap texture properly, using the models main UVs. | |
//fixed4 c = UNITY_SAMPLE_TEX2D (unity_Lightmap, IN.uv_MainTex.xy) * _Color; | |
// This should create a per-pixel grayscale ramp that shows the interpolation of the X position in the Unity lightmap UVs. | |
float4 c = float4(unity_LightmapST.xxx, 1); | |
o.Albedo = c.rgb; | |
// Metallic and smoothness come from slider variables | |
o.Metallic = _Metallic; | |
o.Smoothness = _Glossiness; | |
o.Alpha = c.a; | |
} | |
ENDCG | |
} | |
FallBack "Standard" | |
} |
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