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- Shader "Custom/Standard4ColorMask" {
- Properties {
- _Mask ("mask (RGBA)", 2D) = "black" {}
- _ColorR ("ColorR", Color) = (1,1,1,1)
- _ColorG ("ColorG", Color) = (1,1,1,1)
- _ColorB ("ColorB", Color) = (1,1,1,1)
- _ColorA ("ColorA", 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
- // 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,_Mask;
- struct Input {
- float2 uv_MainTex;
- };
- half _Glossiness;
- half _Metallic;
- fixed4 _ColorR,_ColorG,_ColorB,_ColorA;
- void surf (Input IN, inout SurfaceOutputStandard o) {
- fixed4 mask = tex2D (_Mask, IN.uv_MainTex);
- // Albedo comes from a texture tinted by color
- fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * ( _ColorR * mask.r + _ColorG * mask.g + _ColorB * mask.b + _ColorA * mask.a) ;
- o.Albedo = c.rgb;
- // Metallic and smoothness come from slider variables
- o.Metallic = _Metallic;
- o.Smoothness = _Glossiness;
- o.Alpha = c.a;
- }
- ENDCG
- }
- FallBack "Diffuse"
- }
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