PBS_Metallic.shader
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Shader "I_Jemin/Metallic" {
Properties {
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_NormalMap("Normal Map",2D) = "black" {}
_MetallicTex("Metallic Map",2D) = "black" {}
_Smooth("Smooth",Range(0,1)) = 0.5
}
SubShader {
Tags { "RenderType"="Opaque" }
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
sampler2D _MainTex;
sampler2D _MetallicTex;
sampler2D _NormalMap;
float _Smooth;
struct Input {
float2 uv_MainTex;
float2 uv_MetallicTex;
float2 uv_NormalMap;
};
half _Metallic;
void surf (Input IN, inout SurfaceOutputStandard o) {
o.Normal = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap));
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Smoothness = _Smooth;
o.Metallic = tex2D(_MetallicTex,IN.uv_MetallicTex).r;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}