Files
FueraDeEscala/Assets/Game Kit Controller/Shaders/Others/Transparent Diffuse (Improved).shader
Robii Aragon 779f2c8b20 add ckg
plantilla base para movimiento básico
2026-02-05 05:07:55 -08:00

71 lines
1.4 KiB
Plaintext

Shader "Custom/Transparent Diffuse (Improved)" {
Properties {
_Color("Main Color", Color) = (1, 1, 1, 1)
_MainTex("Base (RGB) Trans (A)", 2D) = "white" { }
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_BumpMap ("Normalmap", 2D) = "bump" {}
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="False" "RenderType"="Transparent" }
// First Pass: Only render alpha (A) channel
Pass {
ColorMask A
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
fixed4 _Color;
float4 vert(float4 vertex:POSITION) : SV_POSITION {
return UnityObjectToClipPos(vertex);
}
fixed4 frag() : SV_Target {
return _Color;
}
ENDCG
}
// Second Pass: Now render color (RGB) channel
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma surface surf Standard alpha
sampler2D _MainTex;
fixed4 _Color;
sampler2D _BumpMap;
half _Glossiness;
half _Metallic;
struct Input {
float4 color:COLOR;
float2 uv_MainTex;
float2 uv_BumpMap;
};
void surf(Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
}
ENDCG
}
Fallback "Legacy Shaders/Transparent/Diffuse"
}