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- // 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"
- }
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