Negin Soltani 37239732ac Initial Push
- Globe Asset
- Spatial Anchors
- Photon Implementation
- Scripts for Globe Control and Initial Country Colorizing
- Script for Reading csv file
2024-05-16 14:41:23 +02:00

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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"
}