Shader "World Political Map/Moon" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _BumpMap ("Bumpmap", 2D) = "bump" {} _Glossiness ("Smoothness", Range(0,1)) = 0.1 _Brightness ("Brightness", Range(0,8)) = 0.0 } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry+10" } 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 _MainTex; sampler2D _BumpMap; struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; half _Glossiness; half _Brightness; 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 * _Brightness; o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap)); // Metallic and smoothness come from slider variables o.Metallic = 0; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }