Created
November 3, 2017 07:42
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Quick shader with animatable emission color based on a specific texture (red = mask, green = animation)
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Shader "Custom/pillar_shader" | |
{ | |
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 | |
[Space] | |
_EmissionTex ("Emission", 2D) = "white" {} | |
[HDR] _EmissionColor ("Emission Color", Color) = (1,1,1,0) | |
[Space] | |
_Anim ("Animation", Float) = 0 | |
_Smooth ("Smoothing", Float) = 1 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
CGPROGRAM | |
#pragma surface surf Standard fullforwardshadows nometa nolightmap | |
#pragma target 3.0 | |
sampler2D _MainTex; | |
sampler2D _EmissionTex; | |
float4 _EmissionColor; | |
struct Input | |
{ | |
float2 uv_MainTex; | |
float2 uv_EmissionTex; | |
}; | |
half _Glossiness; | |
half _Metallic; | |
fixed4 _Color; | |
float _Anim; | |
float _Smooth; | |
void surf (Input IN, inout SurfaceOutputStandard o) | |
{ | |
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; | |
o.Albedo = c.rgb; | |
o.Metallic = _Metallic; | |
o.Smoothness = _Glossiness; | |
o.Alpha = c.a; | |
half4 emissionTex = tex2D(_EmissionTex, IN.uv_EmissionTex); | |
half3 emission = emissionTex.r * _EmissionColor.rgb * saturate(-emissionTex.g*_Smooth + _Anim*_Smooth); | |
o.Emission = emission.rgb * _EmissionColor.rgb; | |
} | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
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