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68 行
1007 B

Shader "Split"
{
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
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)
{
float3 Vector3_Vector3_3E03E6E5_Uniform = float3 (0.25, 0.5, 0.75);
float Split_CDE20F4C_R = Vector3_Vector3_3E03E6E5_Uniform[0];
float Split_CDE20F4C_G = Vector3_Vector3_3E03E6E5_Uniform[1];
float Split_CDE20F4C_B = Vector3_Vector3_3E03E6E5_Uniform[2];
float Split_CDE20F4C_A = 1.0;
o.Albedo = Split_CDE20F4C_A;
o.Emission = Split_CDE20F4C_R;
o.Metallic = Split_CDE20F4C_B;
o.Smoothness = Split_CDE20F4C_G;
}
ENDCG
}
FallBack "Diffuse"
CustomEditor "LegacyIlluminShaderGUI"
}