OvertakingLegend/Assets/Amazing Assets/Curved World/Shaders/Tutorial/Tutorial Surface Shader (Fi...

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// Curved World <http://u3d.as/1W8h>
// Copyright (c) Amazing Assets <https://amazingassets.world>
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"
}