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Shader "Hidden/DiffuseAndSpecularFromMetallicNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "UnityStandardUtils.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag( v2f_img i ) : SV_Target
{
float4 albedo = tex2D( _A, i.uv );
float metallic = tex2D( _A, i.uv ).r;
float3 specColor = 0;
float oneMinusReflectivity;
float3 albedoFinal = DiffuseAndSpecularFromMetallic(albedo,metallic,specColor,oneMinusReflectivity);
return float4( albedoFinal , 1 );
}
ENDCG
}
}
}