mergemilitary/Assets/Arts/AA/Hovl Studio/Epic toon VFX/Shaders/Lit_CenterGlow.shader

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Shader "Hovl/Particles/Lit_CenterGlow"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_Emission("Emission", Float) = 1.2
_Metallic("Metallic", Range( 0 , 1)) = 0
_Smoothness("Smoothness", Range( 0 , 1)) = 0.2
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Transparent" "IsEmissive" = "true" }
Cull Back
CGPROGRAM
//#pragma target 3.0
#pragma surface surf Standard keepalpha noshadow
struct Input
{
float2 uv_texcoord;
float4 vertexColor : COLOR;
};
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float4 _Color;
uniform float _Emission;
uniform float _Metallic;
uniform float _Smoothness;
void surf( Input i , inout SurfaceOutputStandard o )
{
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
float4 tex2DNode5 = tex2D( _MainTex, uv_MainTex );
o.Albedo = ( tex2DNode5 * _Color * i.vertexColor ).rgb;
o.Emission = ( tex2DNode5 * _Color * i.vertexColor * _Emission ).rgb;
o.Metallic = _Metallic;
o.Smoothness = _Smoothness;
o.Alpha = 1;
}
ENDCG
}
}