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@smokelore
Last active June 18, 2016 15:26
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Shader "CookbookShaders/TexturedShader"
{
Properties
{
...
// In the properties section we can refer to a texture like this:
_MainTex ("Albedo (RGB)", 2D) = "white" {}]
...
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
// In the CGProgram section the texture is defined as sampler2D, the standard type for 2D textures:
sampler2D _MainTex;
// This is the input parameter for the surface function and contains a packed array
struct Input
{
float2 uv_MainTex;
};
...
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Every time the surf() surface function is called, the Input structure will contain
// the UV of _MainTex for the specific point of the 3D model that needs to be rendered.
// The shader recognizes the name uv_MainTex and initializes it automatically.
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
...
}
ENDCG
}
FallBack "Diffuse"
}
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