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68 行
1.1 KiB

Shader "Graph/UnityEngine.MaterialGraph.MetallicMasterNode54a42f5e-c675-49a8-84b7-53d88fc52b4d"
{
Properties
{
}
SubShader
{
Tags
{
"RenderType"="Opaque"
"Queue"="Geometry"
}
Blend One Zero
Cull Back
ZTest LEqual
ZWrite On
LOD 200
CGPROGRAM
#pragma target 3.0
#pragma surface surf Standard vertex:vert
#pragma glsl
#pragma debug
void Unity_Multiply_float(float4 first, float4 second, out float4 result)
{
result = first * second;
}
struct Input
{
float4 color : COLOR;
};
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
float4 Color_Color_E181B4C8_Uniform = float4 (1.022059, 1.022059, 1.022059, 0);
float4 Color_Color_8AFF9DED_Uniform = float4 (1.007353, -0.01481403, -0.01481403, 0);
float4 Multiply_91E1EE9F_result;
Unity_Multiply_float(Color_Color_E181B4C8_Uniform, Color_Color_8AFF9DED_Uniform, Multiply_91E1EE9F_result);
o.Emission = Multiply_91E1EE9F_result;
}
ENDCG
}
FallBack "Diffuse"
CustomEditor "LegacyIlluminShaderGUI"
}