Files

90 lines
3.1 KiB
GLSL

Shader "A2 Games/Advance Unlit"
{
Properties
{
//Main texturing
_MainTex ("Texture", 2D) = "white" {} //main texture to be used
_TintColor ("Tint Color", Color) = (1,1,1,1) //tint color that gets blends over the main texture
//Main texture secondary settings
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Culling Mode", Float) = 2 //Culling modes switch
[HideInInspector] _AlphaCutoff ("Alpha Cutoff", Range(0,1.01)) = 0.5 //Alpha cutoff value
//Specularity
_SpecularTex ("Specular", 2D) = "white" {} //Texture for specularity - Emission map
_SpecularColor ("Specular Color", Color) = (0,0,0,0) //Specular Color tint over specular texture
//Use to switch between different rendering modes or blend modes
[HideInInspector] _SrcBlend ("_SrcBlend", Float) = 1 //Source blend value
[HideInInspector] _DstBlend ("_DstBlend", Float) = 0 //Destination blend value
[HideInInspector] _ZWrite ("_ZWrite", Float) = 1 //Z-buffer write value
}
SubShader
{
Tags {"IgnoreProjector"="True"}
LOD 100
Blend [_SrcBlend] [_DstBlend] //Switch blend modes according to values
ZWrite [_ZWrite] //Switch this on or off according to value
Cull [_Cull] //Switching between culling modes
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
//For using render mode features mentioned in customGUI
#pragma shader_feature _ _RENDERING_CUTOUT _RENDERING_FADE _RENDERING_TRANSPARENT
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
//Variables intialization
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _TintColor;
float _AlphaCutoff;
sampler2D _SpecularTex;
float4 _SpecularTex_ST;
fixed4 _SpecularColor;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex); //Transform textures
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv) * _TintColor; //Applying texture and blending it with the tint color
half3 emission = tex2D(_SpecularTex, i.uv).rgb * _SpecularColor.rgb; //Applying specularity and blending it with the specular color
col.rgb += emission; //blending it with the original texture
#if defined(_RENDERING_CUTOUT) //Only clip if rendering mode is cutout
clip(col.a - _AlphaCutoff); //Clipping
#endif
return col;
}
ENDCG
}
}
CustomEditor "AdvanceUnlitCustomGUI" //Custom GUI Script class
}