SceneDebugViewer/Runtime/Shaders/Surface.shader
2021-03-31 01:20:21 +02:00

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Shader "Hidden/Surface"
{
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _RS_Texture;
fixed4 _RS_Color;
half _RS_Metallic;
half _RS_Glossiness;
struct Input
{
float2 uv_RS_Texture;
};
void surf (Input IN, inout SurfaceOutputStandard o)
{
o.Albedo = tex2D(_RS_Texture, IN.uv_RS_Texture) * _RS_Color;
o.Metallic = _RS_Metallic;
o.Smoothness = _RS_Glossiness;
}
ENDCG
}
FallBack "Diffuse"
}