Assignment for RMIT Mixed Reality in 2020
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Shader "Custom/DoubleSided" {
Properties{
_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
_BumpMap("NormalMap", 2D) = "Bump" {}
_BumpScale("Normal Power", Float) = 1.0
_NormalDefault("Normal Default", Color) = (128, 128, 255)
}
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
// Render back faces first
Cull Front
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _BumpScale;
half _Metallic;
fixed4 _Color;
half3 _NormalDefault;
void surf(Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Normal = -UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
//o.Normal = -_NormalDefault;
o.Alpha = c.a;
}
ENDCG
// Now render front faces
Cull Back
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _BumpScale;
half _Metallic;
fixed4 _Color;
half3 _NormalDefault;
void surf(Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
//o.Normal = _NormalDefault;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}