37239732ac
- Globe Asset - Spatial Anchors - Photon Implementation - Scripts for Globe Control and Initial Country Colorizing - Script for Reading csv file
46 lines
1.2 KiB
Plaintext
46 lines
1.2 KiB
Plaintext
Shader "World Political Map/Moon" {
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_BumpMap ("Bumpmap", 2D) = "bump" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.1
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_Brightness ("Brightness", Range(0,8)) = 0.0
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}
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SubShader {
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Tags { "RenderType"="Opaque" "Queue"="Geometry+10" }
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LOD 200
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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sampler2D _MainTex;
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sampler2D _BumpMap;
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struct Input {
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float2 uv_MainTex;
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float2 uv_BumpMap;
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};
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half _Glossiness;
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half _Brightness;
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fixed4 _Color;
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void surf (Input IN, inout SurfaceOutputStandard o) {
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// Albedo comes from a texture tinted by color
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb * _Brightness;
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o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
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// Metallic and smoothness come from slider variables
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o.Metallic = 0;
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o.Smoothness = _Glossiness;
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o.Alpha = c.a;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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