VertexOffsetShader.shader
1.21 KB
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Shader "LeapMotion/VertexOffsetShader" {
Properties{
_Color("Color", Color) = (1, 1, 1, 1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0, 1)) = 0.5
_Metallic("Metallic", Range(0, 1)) = 0.0
[MaterialToggle] _isLeftHand("Is Left Hand?", Int) = 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 vertex:vert
#include "LeapCG.cginc"
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
int _isLeftHand;
void vert(inout appdata_full v) {
v.vertex = LeapGetLateVertexPos(v.vertex, _isLeftHand);
}
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf(Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}