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BABA_YAGA/Assets/Third Parties/Opsive/UltimateCharacterController/Demo/Shaders/Overlay.shader
Scove 3e39117acc Consolidate third-party plugins into Assets/Plugins
Move and consolidate many third-party plugin files and metadata from various locations (notably Assets/Third Parties/Plugins 1 and scattered Opsive/Photon folders) into a unified Assets/Plugins directory. Includes DOTween, PrimeTween, Native/BackroomsNoise, Sirenix/Odin Inspector, and Opsive UltimateCharacterController/shared libs, plus updates to several .meta files and removal of obsolete installer/legacy files. This standardizes plugin layout and cleans up duplicate/obsolete assets.
2026-06-16 18:41:44 +07:00

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// 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"
}