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-
- Shader "Custom/InstancedSurfaceShader" {
- 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
-
- CGPROGRAM
-
- #pragma surface surf Standard fullforwardshadows
-
- #pragma target 3.0
- sampler2D _MainTex;
- struct Input {
- float2 uv_MainTex;
- };
- half _Glossiness;
- half _Metallic;
- fixed4 _Color;
-
-
-
- UNITY_INSTANCING_BUFFER_START(Props)
-
- UNITY_DEFINE_INSTANCED_PROP (fixed4, _InstanceColor)
- #define _InstanceColor_arr Props
- UNITY_INSTANCING_BUFFER_END(Props)
- void surf (Input IN, inout SurfaceOutputStandard o) {
-
- fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * UNITY_ACCESS_INSTANCED_PROP (_InstanceColor_arr, _InstanceColor);
- o.Albedo = c.rgb;
-
- o.Metallic = _Metallic;
- o.Smoothness = _Glossiness;
- o.Alpha = c.a;
- }
- ENDCG
- }
- FallBack "Diffuse"
- }
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