Unity shader examples
Opaque shader
Shader "Brush/Standard"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0)
_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
_MainTex ("Base (RGBA)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader
{
Tags
{
"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"
}
LOD 400
CGPROGRAM
#pragma target 3.0
#pragma surface surf StandardSpecular vertex:vert alphatest:_Cutoff addshadow
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
float4 color : Color;
};
sampler2D _MainTex;
sampler2D _BumpMap;
fixed4 _Color;
half _Shininess;
void vert(inout appdata_full i)
{
}
void surf(Input IN, inout SurfaceOutputStandardSpecular o)
{
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = tex.rgb * _Color.rgb * IN.color.rgb;
o.Smoothness = _Shininess;
o.Specular = _SpecColor;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
o.Alpha = tex.a * IN.color.a;
}
ENDCG
}
FallBack "Transparent/Cutout/VertexLit"
}Additive shader
Last updated