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