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" }