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- Shader "Custom/VertexColors" {
- 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
- #pragma surface surf Standard fullforwardshadows
- #pragma target 3.0
- sampler2D _MainTex;
- struct Input {
- float2 uv_MainTex;
- float4 vertColor : COLOR;
- };
- half _Glossiness;
- half _Metallic;
- fixed4 _Color;
- void surf(Input IN, inout SurfaceOutputStandard o) {
- fixed4 c = IN.vertColor;
- o.Albedo = c.rgb;
- if (c.r == 1.0 && c.g == 1.0 && c.b == 1.0) {
- o.Albedo = _Color.rgb;
- }
- o.Metallic = _Metallic;
- o.Smoothness = _Glossiness;
- o.Alpha = c.a;
- }
- ENDCG
- }
- FallBack "Diffuse"
- }
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