FittsLaw/Assets/Oculus/Avatar/Resources/Materials/AvatarSurfaceShaderPBSV2.shader

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2018-10-14 23:33:23 -04:00
Shader "OvrAvatar/AvatarSurfaceShaderPBSV2" {
Properties {
_AlbedoMultiplier ("Albedo Multiplier", Color) = (1,1,1,1)
_Albedo ("Albedo (RGB)", 2D) = "white" {}
_Metallicness("Metallicness", 2D) = "grey" {}
_GlossinessScale ("Glossiness Scale", Range(0,1)) = 0.5
}
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 _Albedo;
sampler2D _Metallicness;
struct Input {
float2 uv_Albedo;
};
float _GlossinessScale;
float4 _AlbedoMultiplier;
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_Albedo, IN.uv_Albedo) * _AlbedoMultiplier;
o.Albedo = c.rgb;
o.Metallic = tex2D (_Metallicness, IN.uv_Albedo).r;
o.Smoothness = _GlossinessScale;
o.Alpha = 1.0;
}
ENDCG
}
FallBack "Diffuse"
}