50 lines
1.3 KiB
Plaintext
50 lines
1.3 KiB
Plaintext
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Shader "Custom/ExplosionShader" {
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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_Emission("Emission", 2D) = "white" {}
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_EmissionStrength("Emission Strength", Float) = 1
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_Cutoff("Cutoff", Range(0, 1)) = 0.0
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}
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SubShader {
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Tags { "RenderType"="AlphaTest" }
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LOD 200
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows alphatest:_Cutoff addshadow
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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sampler2D _MainTex;
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sampler2D _Emission;
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struct Input {
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float4 color : COLOR;
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float2 uv_MainTex;
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float2 uv_Emission;
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};
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half _Glossiness;
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half _Metallic;
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half _EmissionStrength;
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fixed4 _Color;
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void surf (Input IN, inout SurfaceOutputStandard o) {
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// Albedo comes from a texture tinted by color
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color * IN.color;
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o.Albedo = c.rgb;
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// Metallic and smoothness come from slider variables
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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o.Alpha = c.a;
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o.Emission = tex2D(_Emission, IN.uv_Emission) * _EmissionStrength * IN.color;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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