// BaseMap shader for use on ground/water regions. // Diffuse and specular lighting, with shadow receiving (but not casing). Shader "Google/Maps/Shaders/BaseMap Textured" { 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"="Opaque" } LOD 200 // Basemap renders multiple coincident ground plane features so we have to // disable z testing (make it always succeed) to allow for overdraw. ZTest Always CGPROGRAM // Physically based Standard lighting model, and enable shadows on all // light types. #pragma surface surf Standard fullforwardshadows alpha:blend // Use shader model 3.0 target, to get nicer looking lighting. #pragma target 3.0 // Input parameters. half _Glossiness; half _Metallic; fixed4 _Color; sampler2D _MainTex; // Vertex input. struct Input { float2 uv_MainTex; }; // Surface shader itself. void surf (Input input, inout SurfaceOutputStandard output) { // Albedo comes from a texture tinted by color. fixed4 color = tex2D(_MainTex, input.uv_MainTex) * _Color; output.Albedo = color.rgb; // Metallic and smoothness come from slider variables. output.Metallic = _Metallic; output.Smoothness = _Glossiness; output.Alpha = color.a; } ENDCG } FallBack "Diffuse" }