Unity shader examples

Use these with geometry you export from Open Brush and import into Unity. However, you should prefer to use the Open Brush Toolkitarrow-up-right, which comes with all the Open Brush shaders.

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

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