ToriaAssets/Sources/Shaders/CapeCloth.shader

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2026-05-19 12:20:15 +02:00
Shader "CapeCloth"
{
Properties
{
_mainColor("mainColor", Color) = (0,0,0,0)
_albedo("albedo", 2D) = "white" {}
_normal("normal", 2D) = "white" {}
_normalMultiplier("normalMultiplier", Float) = 0
_metallic("metallic", 2D) = "white" {}
_smoothness("smoothness", Float) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
Cull Off
CGPROGRAM
#include "UnityStandardUtils.cginc"
#pragma target 3.0
#pragma surface surf Standard keepalpha addshadow fullforwardshadows
struct Input
{
float2 uv_texcoord;
};
uniform sampler2D _normal;
uniform float4 _normal_ST;
uniform float _normalMultiplier;
uniform sampler2D _albedo;
uniform float4 _albedo_ST;
uniform float4 _mainColor;
uniform sampler2D _metallic;
uniform float4 _metallic_ST;
uniform float _smoothness;
void surf( Input i , inout SurfaceOutputStandard o )
{
float2 uv_normal = i.uv_texcoord * _normal_ST.xy + _normal_ST.zw;
o.Normal = UnpackScaleNormal( tex2D( _normal, uv_normal ), _normalMultiplier );
float2 uv_albedo = i.uv_texcoord * _albedo_ST.xy + _albedo_ST.zw;
o.Albedo = ( tex2D( _albedo, uv_albedo ) * _mainColor ).rgb;
float2 uv_metallic = i.uv_texcoord * _metallic_ST.xy + _metallic_ST.zw;
o.Metallic = tex2D( _metallic, uv_metallic ).r;
o.Smoothness = _smoothness;
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
}