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- Shader "Custom/StandardVertex" {
- 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 vertex:vert fullforwardshadows
- #pragma target 3.0
- struct Input {
- float2 uv_MainTex;
- float3 vertexColor; // Vertex color stored here by vert() method
- };
- struct v2f {
- float4 pos : SV_POSITION;
- fixed4 color : COLOR;
- };
- void vert (inout appdata_full v, out Input o)
- {
- UNITY_INITIALIZE_OUTPUT(Input,o);
- o.vertexColor = v.color; // Save the Vertex Color in the Input for the surf() method
- }
- sampler2D _MainTex;
- half _Glossiness;
- half _Metallic;
- fixed4 _Color;
- 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 * IN.vertexColor; // Combine normal color with the vertex color
- // Metallic and smoothness come from slider variables
- o.Metallic = _Metallic;
- o.Smoothness = _Glossiness;
- o.Alpha = c.a;
- }
- ENDCG
- }
- FallBack "Diffuse"
- }
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