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" }