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- Shader "Custom/MM"
- {
- Properties
- {
- _Albedo("Albedo", 2D) = "White"{}
- _Color("Colour", Color) = (1,1,1,1)
- _AORM("AO/R/M", 2D) = "black"{}
- _Normal("Normal", 2D) = "bump" {}
- _NSlider("Normal Power", Range(-10,10)) = 1
- _Tile("Tile", Range(0,20)) = 1
- }
- SubShader
- {
- Tags { "RenderType" = "Opaque" }
- LOD 200
- CGPROGRAM
- #pragma surface surf Standard fullforwardshadows
- sampler2D _Albedo;
- sampler2D _Normal;
- sampler2D _AORM;
- fixed4 _Color;
- half _NSlider;
- half _Tile;
- struct Input
- {
- float2 uv_Albedo;
- float2 uv_Normal;
- float2 uv_AORM;
- };
- void surf(Input i, inout SurfaceOutputStandard o)
- {
- fixed4 c = tex2D(_Albedo, i.uv_Albedo * _Tile) *_Color;
- o.Albedo = c.rgb;
- o.Normal = UnpackNormal(tex2D(_Normal, i.uv_Normal * _Tile));
- o.Normal *= float3(_NSlider, _NSlider, 1);
- o.Metallic = tex2D(_AORM, i.uv_AORM * _Tile).b;
- o.Smoothness = 1 - (tex2D(_AORM, i.uv_AORM * _Tile)).g;
- o.Occlusion = tex2D(_AORM, i.uv_AORM * _Tile).r;
- }
- ENDCG
- }
- Fallback "Standard"
- }
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