Shader "VertexStudio/FurnitureColorMask" { Properties { [NoScaleOffset] _Mask ("Mask (RGB)", 2D) = "black" {} [NoScaleOffset] _MainTex ("Diffuse", 2D) = "white" {} [NoScaleOffset] _Spec ("Specular", 2D) = "black" {} [NoScaleOffset] _Normal ("Normal", 2D) = "bump" {} [NoScaleOffset] _OcclusionMap("Ambient Occlusion", 2D) = "white" {} _OcclusionStrength("AO intensity", Range(0.0, 1.0)) = 1.0 [NoScaleOffset] _Emission ("Emission", 2D) = "white" {} _ColorR ("Color (R)", Color) = (1,1,1,1) _ColorG ("Color (G)", Color) = (1,1,1,1) _ColorB ("Color (B)", Color) = (1,1,1,1) [HDR] _EmissionColor("EmissionColor", Color) = (0,0,0) } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf StandardSpecular fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex,_Mask; sampler2D _Normal; sampler2D _Spec; sampler2D _Emission; sampler2D _OcclusionMap; half _OcclusionStrength; half4 _EmissionColor; struct Input { float2 uv_MainTex; }; fixed4 _ColorR,_ColorG,_ColorB; void surf (Input IN, inout SurfaceOutputStandardSpecular o) { fixed4 mask = tex2D (_Mask, IN.uv_MainTex); // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * saturate( ( _ColorR * mask.r + _ColorG * mask.g + _ColorB * mask.b) ); half occ = tex2D(_OcclusionMap, IN.uv_MainTex).g; o.Occlusion = LerpOneTo (occ, _OcclusionStrength); o.Albedo = c.rgb; o.Normal = UnpackNormal ( tex2D (_Normal, IN.uv_MainTex) ); fixed4 spec = tex2D (_Spec, IN.uv_MainTex); o.Specular = spec.rgb; o.Smoothness = spec.a; o.Emission = _EmissionColor * ( tex2D (_Emission, IN.uv_MainTex) ); o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }