42 lines
1.2 KiB
Plaintext
42 lines
1.2 KiB
Plaintext
// Surface shader that will display an overlay texture.
|
|
Shader "Ultimate Character Controller/Demo/Emissive" {
|
|
Properties {
|
|
_Color ("Color", Color) = (1,1,1,1)
|
|
_MainTex ("Emissive (RGB)", 2D) = "white" {}
|
|
[HDR]_EmissiveColor ("Emissive Color", Color) = (1,1,1,1)
|
|
_EmissiveSpeed("Emissive Speed", Float) = 0.0
|
|
}
|
|
SubShader {
|
|
Tags { "Queue" = "Geometry" "RenderType" = "Opaque" }
|
|
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;
|
|
|
|
struct Input {
|
|
float2 uv_MainTex;
|
|
};
|
|
|
|
fixed4 _Color;
|
|
fixed4 _EmissiveColor;
|
|
fixed _EmissiveSpeed;
|
|
|
|
UNITY_INSTANCING_BUFFER_START(Props)
|
|
UNITY_INSTANCING_BUFFER_END(Props)
|
|
|
|
void surf (Input IN, inout SurfaceOutputStandard o) {
|
|
o.Albedo = _Color.rgb;
|
|
float2 emissiveUV = float2(IN.uv_MainTex.x +( (_Time.y - floor(_Time.y)) * _EmissiveSpeed), IN.uv_MainTex.y);
|
|
fixed4 emissive = tex2D(_MainTex, emissiveUV) * _EmissiveColor;
|
|
o.Emission = emissive.rgb;
|
|
}
|
|
ENDCG
|
|
}
|
|
FallBack "Diffuse"
|
|
} |