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FueraDeEscala/Assets/Game Kit Controller/Prefabs/Particles/EffectExamples/Shared/Shaders/SurfaceShader_VC.shader
Robii Aragon 0777676dbd Update Game Kit Controller assets
Bulk modifications across the Game Kit Controller package: updated materials and shader, adjusted particle prefabs, and numerous prefab updates for Character Customization, Inventory, Map System, Locked Camera System, Probuilder export objects, Gravity, Health, Mission System and other scene elements. These changes appear to be a large asset rework/reimport or parameter/reference updates to keep prefabs and materials in sync.
2026-03-27 23:57:08 -07:00

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Shader "Custom/SurfaceShader_VC" {
Properties{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Normal("Normap Map", 2D) = "bump" {}
}
SubShader{
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
LOD 200
Blend One OneMinusSrcAlpha
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows vertex:vert alpha:fade
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _Normal;
struct Input {
float2 uv_MainTex;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
void vert(inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
o.color = v.color;
}
fixed4 _Color;
void surf(Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb*IN.color;
o.Normal = UnpackNormal(tex2D(_Normal, IN.uv_MainTex));
o.Alpha = c.a*IN.color.a;
}
ENDCG
}
FallBack "Diffuse"
}