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" }