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- Shader "Custom/NewSurfaceShader"
- {
- Properties
- {
- _Color ("Color", Color) = (1,1,1,1)
- _MainTex ("Albedo (RGB)", 2D) = "white" {}
- _Glossiness ("Smoothness", Range(0,1)) = 0.5
- _Metallic ("Metallic", Range(0,1)) = 0.0
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- LOD 200
- CGPROGRAM
- // Physically based Standard lighting model, and enable shadows on all light types
- #pragma surface surf Standard fullforwardshadows
- // Use shader model 3.0 target, to get nicer looking lighting
- #pragma target 3.0
- sampler2D _MainTex;
- struct Input
- {
- float2 uv_MainTex;
- };
- half _Glossiness;
- half _Metallic;
- fixed4 _Color;
- // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
- // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
- // #pragma instancing_options assumeuniformscaling
- UNITY_INSTANCING_BUFFER_START(Props)
- // put more per-instance properties here
- UNITY_INSTANCING_BUFFER_END(Props)
- 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;
- // Metallic and smoothness come from slider variables
- o.Metallic = _Metallic;
- o.Smoothness = _Glossiness;
- o.Alpha = c.a;
- }
- ENDCG
- Pass{
- Cull Front
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 texcoord0 : TEXCOORD0;
- float3 normal : NORMAL;
- float4 color : COLOR;
- };
- struct v2f
- {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- float4 vertex_color : TEXCOORD3;
- };
- float _OutlineWidth;
- float _OutlineZbias;
- float4 _OutlineColor;
- v2f vert(appdata v)
- {
- v2f o;
- float3 pos_view = UnityObjectToViewPos(v.vertex);
- float3 normal_world = UnityObjectToWorldNormal(v.normal);
- float3 outline_dir = normalize(mul((float3x3)UNITY_MATRIX_V, normal_world));
- outline_dir.z = _OutlineZbias * (1.0 - v.color.b);
- pos_view += outline_dir * _OutlineWidth * 0.001 * v.color.a;
- o.pos = mul(UNITY_MATRIX_P, float4(pos_view, 1.0));
- o.uv = v.texcoord0;
- o.vertex_color = v.color;
- return o;
- }
- half4 frag(v2f i) : SV_Target
- {
- half3 outlineColor = _OutlineColor.xyz;
- return float4(outlineColor, 1.0);
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
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