Abdul Mukheem Shaik 35fcbc1e24 initial commit
2024-11-06 18:38:19 +01:00

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Shader "AE/AE_Decal" {
Properties {
_Color ("Base_Color", Color) = (1,1,1,1)
_Base_Color ("Base (RGB) Alpha (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_SpecColor("SpecColor", Color) = (1,1,1,1)
_Specular("Specular", Range(0.01, 1.0)) = 1.0
}
SubShader {
Tags {
"Queue" = "AlphaTest"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
CGPROGRAM
#pragma exclude_renderers flash
#pragma target 3.0
#pragma surface surf BlinnPhong fullforwardshadows dualforward decal:blend exclude_path:prepass
sampler2D _Base_Color;
sampler2D _BumpMap;
fixed4 _Color;
float _Specular;
struct Input {
float2 uv_Base_Color;
float2 uv_BumpMap;
float4 color: Color;
};
void surf (Input IN, inout SurfaceOutput o) {
UNITY_INITIALIZE_OUTPUT (SurfaceOutput, o);
fixed4 c = tex2D (_Base_Color, IN.uv_Base_Color) * _Color * IN.color;
o.Albedo = c.rgb;
o.Alpha = c.a;
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
o.Specular = _Specular;
}
ENDCG
}
FallBack "Legacy Shaders/Transparent/Diffuse"
}