Shader "Custom/PlotLitShader" { 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" } Cull Off CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows vertex:vert // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; float3 localPos; }; void vert(inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input, o); o.localPos = v.vertex.xyz; } half _Glossiness; half _Metallic; fixed4 _Color; void surf (Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; float3 p = IN.localPos * 10; p = abs(abs(frac(p)) - 0.5f) / 0.5f; p = pow(p +0.04f, 40) ; o.Albedo = c.rgb * (1 - (p.x + p.y + p.z) / 3.0f); // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }