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SimUL/Assets/UMA/Content/Hair/Shader/UnityHairShader-master/Version6/Modern Hair V6-A.shader
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2025-01-07 18:54:46 +02:00

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Shader "Sine Wave/Hair/Modern Hair V6 Part A" {
Properties{
_Color("Main Color", Color) = (1,1,1,1)
_MainTex("Diffuse (RGB) Alpha (A)", 2D) = "gray" {}
_Cutoff("Alpha Cut-Off Threshold", Range(0,1)) = 0.5
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
}
SubShader{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent+1"}
Cull Off
ZWrite Off
CGPROGRAM
#pragma surface surf Standard alpha:fade
#pragma target 3.0
struct Input
{
float2 uv_MainTex;
float facing : VFACE;
};
sampler2D _MainTex;
float _Cutoff;
fixed4 _Color;
half _Glossiness;
half _Metallic;
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
clip(-(c.a - _Cutoff));
o.Albedo = c.rgb;// *float3(1, 0, 0);
//o.Emission = float3(1, 0, 0);
o.Metallic = _Metallic * (IN.facing);
o.Smoothness = _Glossiness * (IN.facing);
o.Alpha = c.a;
o.Normal *= -1 * IN.facing;
}
ENDCG
}
FallBack "Transparent/Cutout/VertexLit"
}