Created
November 1, 2021 10:24
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Lit Transparent Shader (Checked on windows / Android / iOS)
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| Shader "ku6ryo/LitTransparent" | |
| { | |
| Properties | |
| { | |
| _Color ("Color", Color) = (1,1,1,1) | |
| _MainTex ("Albedo (RGB)", 2D) = "white" {} | |
| _Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
| _Metallic ("Metallic", Range(0,1)) = 0.0 | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
| Blend SrcAlpha OneMinusSrcAlpha | |
| LOD 200 | |
| 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; | |
| struct Input | |
| { | |
| float2 uv_MainTex; | |
| }; | |
| 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 a texture tinted by color | |
| fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; | |
| o.Albedo = c.rgb; | |
| // Metallic and smoothness come from slider variables | |
| o.Metallic = _Metallic; | |
| o.Smoothness = _Glossiness; | |
| o.Alpha = c.a; | |
| } | |
| ENDCG | |
| } | |
| FallBack "Diffuse" | |
| } |
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