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FueraDeEscala/Assets/Game Kit Controller/Prefabs/Particles/EffectExamples/Shared/Shaders/SurfaceShader_VC.shader

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Shader "Custom/SurfaceShader_VC" {
Properties{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Normal("Normal Map", 2D) = "bump" {}
}
SubShader{
Tags{ "RenderPipeline" = "UniversalPipeline" "Queue" = "Transparent" "RenderType" = "Transparent" }
LOD 200
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass {
Name "SRPDefaultUnlit"
Tags { "LightMode" = "SRPDefaultUnlit" }
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_Normal);
SAMPLER(sampler_Normal);
float4 _MainTex_ST;
float4 _Color;
struct Attributes {
float3 positionOS : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct Varyings {
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionCS = TransformObjectToHClip(IN.positionOS);
OUT.uv = IN.uv;
OUT.color = IN.color;
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv);
half4 col = tex * _Color;
col.rgb *= IN.color.rgb;
col.a *= IN.color.a;
return col;
}
ENDHLSL
}
}
Fallback "Diffuse"
}