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- Shader "OvrAvatar/AvatarSurfaceShaderPBSV2" {
- Properties {
- _AlbedoMultiplier ("Albedo Multiplier", Color) = (1,1,1,1)
- _Albedo ("Albedo (RGB)", 2D) = "white" {}
- _Metallicness("Metallicness", 2D) = "grey" {}
- _GlossinessScale ("Glossiness Scale", Range(0,1)) = 0.5
- }
- SubShader {
- Tags { "RenderType"="Opaque" }
- LOD 200
-
- 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 _Albedo;
- sampler2D _Metallicness;
-
- struct Input {
- float2 uv_Albedo;
- };
-
- float _GlossinessScale;
- float4 _AlbedoMultiplier;
-
- void surf (Input IN, inout SurfaceOutputStandard o) {
- fixed4 c = tex2D (_Albedo, IN.uv_Albedo) * _AlbedoMultiplier;
- o.Albedo = c.rgb;
- o.Metallic = tex2D (_Metallicness, IN.uv_Albedo).r;
- o.Smoothness = _GlossinessScale;
- o.Alpha = 1.0;
- }
- ENDCG
- }
- FallBack "Diffuse"
- }
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