// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ASESampleShaders/Stencil Example/StencilDiffuse02" { Properties { [HideInInspector] __dirty( "", Int ) = 1 _Color("_Color", Color) = (1,1,1,1) _Albedo("Albedo", 2D) = "white" {} _Normal("Normal", 2D) = "bump" {} [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+1" } Cull Back Stencil { Ref 2 Comp Equal Pass Keep Fail Keep } CGPROGRAM #pragma target 3.0 #pragma surface surf Standard keepalpha addshadow fullforwardshadows struct Input { float2 uv_texcoord; }; uniform sampler2D _Normal; uniform float4 _Normal_ST; uniform sampler2D _Albedo; uniform float4 _Albedo_ST; uniform float4 _Color; void surf( Input i , inout SurfaceOutputStandard o ) { float2 uv_Normal = i.uv_texcoord * _Normal_ST.xy + _Normal_ST.zw; o.Normal = UnpackNormal( tex2D( _Normal, uv_Normal ) ); float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw; o.Albedo = ( tex2D( _Albedo, uv_Albedo ) * _Color ).xyz; o.Alpha = 1; } ENDCG } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=11010 541;29;1066;1004;869;69.5;1;True;False Node;AmplifyShaderEditor.SamplerNode;1;-601,-157.5;Float;True;Property;_Albedo;Albedo;-1;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;FLOAT4;FLOAT;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.ColorNode;2;-486,100.5;Float;False;Property;_Color;_Color;-1;0;1,1,1,1;0;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.SamplerNode;4;-558,299.5;Float;True;Property;_Normal;Normal;-1;0;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;FLOAT3;FLOAT;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.SimpleMultiplyOpNode;3;-198,37.5;Float;False;2;2;0;FLOAT4;0.0,0,0,0;False;1;COLOR;0.0,0,0,0;False;1;FLOAT4 Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;0,0;Float;False;True;2;Float;ASEMaterialInspector;0;Standard;ASESampleShaders/Stencil Example/StencilDiffuse02;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;0;False;0;0;Opaque;0.5;True;True;1;False;Opaque;Geometry;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;2;255;255;5;1;1;0;False;0;4;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;Add;Add;0;False;0;0,0,0,0;VertexOffset;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;0;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0.0;False;4;FLOAT;0.0;False;5;FLOAT;0.0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0.0;False;9;FLOAT;0.0;False;10;OBJECT;0.0;False;11;FLOAT3;0.0,0,0;False;12;FLOAT3;0.0,0,0;False;14;FLOAT4;0.0,0,0,0;False;15;FLOAT3;0,0,0;False;0 WireConnection;3;0;1;0 WireConnection;3;1;2;0 WireConnection;0;0;3;0 WireConnection;0;1;4;0 ASEEND*/ //CHKSM=768B3650292398648C5D160B36DFF86E994EAC45