Shader "OvrAvatar/AvatarSurfaceShaderPBSV2" {
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Properties {
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_AlbedoMultiplier ("Albedo Multiplier", Color) = (1,1,1,1)
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_Albedo ("Albedo (RGB)", 2D) = "white" {}
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_Metallicness("Metallicness", 2D) = "grey" {}
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_GlossinessScale ("Glossiness Scale", Range(0,1)) = 0.5
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 200
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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sampler2D _Albedo;
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sampler2D _Metallicness;
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struct Input {
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float2 uv_Albedo;
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};
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float _GlossinessScale;
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float4 _AlbedoMultiplier;
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void surf (Input IN, inout SurfaceOutputStandard o) {
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fixed4 c = tex2D (_Albedo, IN.uv_Albedo) * _AlbedoMultiplier;
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o.Albedo = c.rgb;
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o.Metallic = tex2D (_Metallicness, IN.uv_Albedo).r;
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o.Smoothness = _GlossinessScale;
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o.Alpha = 1.0;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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