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- Shader "Custom/SurfaceShaderVertexColor" {
- Properties {
- }
- SubShader {
- Tags { "RenderType"="Opaque" }
- LOD 200
- CGPROGRAM
- // 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
- sampler2D _MainTex;
- struct Input {
- float4 vertexColor: COLOR; // vertex 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
- o.Albedo = IN.vertexColor.rgb; // vertex color
- // Metallic and smoothness come from slider variables
- o.Alpha = c.a;
- }
- ENDCG
- }
- FallBack "Diffuse"
- }
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