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sota/RunningLateGame/Assets/Starter Assets/Sample/Environment/Shaders/Built-in_RP/ArmatureShader.shader

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Shader "Starter Assets/ArmatureShader"
{
Properties
{
//Maps
_BaseTex("Albedo (RGB)", 2D) = "white" {}
_BumpMap("Normal", 2D) = "bump" {}
_MetallicMap("MetallicMap", 2D) = "black"{}
_MaterialMask("Mask", 2D) = "black" {}
//base - mask texture R
_BaseColor("Base Color", Color) = (1,1,1,1)
_BaseMetallic("Base Metallic", Range(0,1)) = 1
_BaseGlossiness("Base Smoothness", Range(0,1)) = 0.5
//layer 1 - mask texture G
_Layer1Color("Layer1 Color", Color) = (1,1,1,1)
_Layer1Glossiness("Layer1 Smoothness", Range(0,1)) = 0.5
_Layer1Metallic("Layer1 Metallic", Range(0,1)) = 0.0
//layer 2 - mask texture B
_Layer2Color("Layer2 Color", Color) = (1,1,1,1)
_Layer2Glossiness("Layer2 Smoothness", Range(0,1)) = 0.5
_Layer2Metallic("Layer2 Metallic", Range(0,1)) = 0.0
}
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 _BaseTex;
sampler2D _BumpMap;
sampler2D _MaterialMask;
struct Input
{
float2 uv_BaseTex;
};
half _BaseMetallic;
half _BaseGlossiness;
half _Layer1Glossiness;
half _Layer1Metallic;
half _Layer2Glossiness;
half _Layer2Metallic;
fixed4 _BaseColor;
fixed4 _Layer1Color;
fixed4 _Layer2Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf(Input IN, inout SurfaceOutputStandard o)
{
// Albedo map
fixed4 mainCall = tex2D(_BaseTex, IN.uv_BaseTex);
fixed4 materialMask = tex2D(_MaterialMask, IN.uv_BaseTex);
//setup colors for each layer
fixed4 baseColor = mainCall * _BaseColor;
fixed4 layer1Color = mainCall * _Layer1Color;
fixed4 layer2Color = mainCall * _Layer2Color;
fixed4 color = lerp(lerp( baseColor, layer1Color, materialMask.g), layer2Color ,materialMask.b);
o.Albedo = color.rgb;
// Normal Map
fixed3 normalMap = UnpackNormal (tex2D(_BumpMap, IN.uv_BaseTex));
o.Normal = normalMap;
// Metallic
fixed4 baseMetallic = _BaseMetallic;
fixed4 layer1Metallic = _Layer1Metallic;
fixed4 layer2Metallic = _Layer2Metallic;
fixed4 metallic = lerp(lerp(baseMetallic, layer1Metallic, materialMask.g), layer2Metallic, materialMask.b);
o.Metallic = metallic.r;
// Smoothness
fixed4 g = mainCall.a;
fixed4 baseGlossiness = g * _BaseGlossiness;
fixed4 layer1Glossiness = g * _Layer1Glossiness;
fixed4 layer2Glossiness = g * _Layer2Glossiness;
fixed4 glossiness = lerp(lerp(baseGlossiness, layer1Glossiness, materialMask.g), layer2Glossiness, materialMask.b);
o.Smoothness = glossiness.r;
o.Alpha = color.a;
}
ENDCG
}
FallBack "Diffuse"
}