// Surface shader that will display an overlay texture. Shader "Ultimate Character Controller/Demo/Overlay" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _OverlayTex ("Overlay (RGBA)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } LOD 200 Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows alpha:fade // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; sampler2D _OverlayTex; struct Input { float2 uv_MainTex; float2 uv_OverlayTex; }; half _Glossiness; half _Metallic; fixed4 _Color; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) void surf (Input IN, inout SurfaceOutputStandard o) { // Albedo comes from adding the main texture to an overlay texture. The color then allows the result to be tinted. fixed4 mainTex = tex2D (_MainTex, IN.uv_MainTex); fixed4 overlayTex = tex2D(_OverlayTex, IN.uv_OverlayTex); o.Albedo = ((mainTex.rgb * (1 - overlayTex.a)) + (overlayTex.rgb * overlayTex.a)) * _Color.rgb; o.Alpha = _Color.a; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; } ENDCG } FallBack "Diffuse" }