Created
October 21, 2014 11:58
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PBS surface shader
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Shader "Custom/SurfaceStandard" { | |
Properties { | |
_Color("Color", Color) = (1,1,1) | |
_MainTex("Diffuse", 2D) = "white" {} | |
[NoScaleOffset] _SpecGlossMap("Specular", 2D) = "white" {} | |
[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {} | |
_BumpScale("Scale", Float) = 1.0 | |
[NoScaleOffset] _Occlusion("Occlusion", 2D) = "white" {} | |
[NoScaleOffset] _EmissionMap("Emission", 2D) = "black" {} | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
CGPROGRAM | |
#pragma surface surf StandardPBS fullforwardshadows | |
#pragma target 3.0 | |
#define _GLOSSYENV 1 | |
#include "UnityPBSLighting.cginc" | |
sampler2D _MainTex; | |
sampler2D _SpecGlossMap; | |
sampler2D _Occlusion; | |
sampler2D _EmissionMap; | |
sampler2D _BumpMap; | |
fixed4 _Color; | |
half _BumpScale; | |
struct Input { | |
float2 uv_MainTex; | |
}; | |
void surf (Input IN, inout SurfaceOutputPBS o) { | |
fixed4 diff = tex2D (_MainTex, IN.uv_MainTex) * _Color; | |
fixed4 spec = tex2D (_SpecGlossMap, IN.uv_MainTex); | |
o.Albedo = diff.rgb; | |
o.Specular = spec.rgb; | |
o.Smoothness = spec.a; | |
o.Alpha = diff.a; | |
o.Occlusion = tex2D(_Occlusion, IN.uv_MainTex).g; | |
o.Normal = normalize(UnpackScaleNormal(tex2D(_BumpMap, IN.uv_MainTex), _BumpScale)); | |
} | |
ENDCG | |
} | |
} |
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[NoScaleOffset]
Documentation wants it, documentation is HUNGRY!
(I might be wrong and it's there, and I simply don't know where to look, but generally the documention for the shader side (especially awesome stuff) is severly lacking!)