// Curved World // Copyright (c) Amazing Assets Shader "Amazing Assets/Curved World/Tutorial/Surface Shader (Finished)" { Properties { [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1,11|1", Vector) = (0, 0, 0, 0) _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 vertex:vert addshadow #pragma target 3.0 #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE #pragma shader_feature_local CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON #include "../Core/CurvedWorldTransform.cginc" sampler2D _MainTex; half _Glossiness; half _Metallic; fixed4 _Color; struct Input { float2 uv_MainTex; }; void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o); #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) #else CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) #endif #endif } void surf (Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } FallBack "Hidden/Amazing Assets/Curved World/Fallback/VertexLit" }