Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Shader "Custom/UniversalFlag"
- {
- Properties
- {
- _Color ("Color", Color) = (1,1,1,1)
- _Detail("Detail (RGB)",2D) = "gray" {}
- _MainTex ("MainTex (RGB)", 2D) = "white" {}
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- LOD 200
- CGPROGRAM
- // Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members uv_MainTex)
- #pragma exclude_renderers d3d11
- // Physically based Standard lighting model, and enable shadows on all light types
- #pragma surface surf Standard fullforwardshadows
- // Use shader model 3.0 target, to get nicer looking lighting
- #pragma target 3.0
- struct Input{
- float2 uv_MainTex : TEXCOORD0;
- float2 uv2_Detail : TEXCOORD1;
- };
- sampler2D _MainTex;
- sampler2D _Detail;
- half _Glossiness;
- half _Metallic;
- fixed4 _Color;
- // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
- // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
- // #pragma instancing_options assumeuniformscaling
- UNITY_INSTANCING_BUFFER_START(Props)
- // put more per-instance properties here
- UNITY_INSTANCING_BUFFER_END(Props)
- 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;
- o.Albedo *= tex2D (_Detail, IN.uv2_Detail).rgb;
- o.Alpha = c.a;
- }
- ENDCG
- }
- FallBack "Diffuse"
- }
Add Comment
Please, Sign In to add comment