Mercurial > hg > Members > kazuma > JungleforUnity
comparison Assets/Application/Sharder/ImageChanger.shader @ 8:599bd8ddb72b
Create Item Tree and Create Stage.
author | Kazuma Takeda |
---|---|
date | Tue, 17 Jan 2017 19:57:19 +0900 |
parents | |
children |
comparison
equal
deleted
inserted
replaced
7:ad4729c5eec4 | 8:599bd8ddb72b |
---|---|
1 Shader "Custom/ImageChanger" { | |
2 Properties { | |
3 _Color ("Color", Color) = (1,1,1,1) | |
4 _MainTex ("Texture", 2D) = "white" {} | |
5 _Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
6 _Metallic ("Metallic", Range(0,1)) = 0.0 | |
7 } | |
8 SubShader { | |
9 Tags { "RenderType"="Opaque" } | |
10 LOD 200 | |
11 | |
12 CGPROGRAM | |
13 // Physically based Standard lighting model, and enable shadows on all light types | |
14 #pragma surface surf Standard fullforwardshadows | |
15 | |
16 // Use shader model 3.0 target, to get nicer looking lighting | |
17 #pragma target 3.0 | |
18 | |
19 sampler2D _MainTex; | |
20 | |
21 struct Input { | |
22 float2 uv_MainTex; | |
23 }; | |
24 | |
25 half _Glossiness; | |
26 half _Metallic; | |
27 fixed4 _Color; | |
28 | |
29 void surf (Input IN, inout SurfaceOutputStandard o) { | |
30 // Albedo comes from a texture tinted by color | |
31 fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; | |
32 o.Albedo = c.rgb; | |
33 // Metallic and smoothness come from slider variables | |
34 o.Metallic = _Metallic; | |
35 o.Smoothness = _Glossiness; | |
36 o.Alpha = c.a; | |
37 } | |
38 ENDCG | |
39 } | |
40 FallBack "Diffuse" | |
41 } |