58 lines
1.3 KiB
Plaintext
58 lines
1.3 KiB
Plaintext
Shader "Custom/SegmentDisplay" {
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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_EmissionColor("EmissionColor", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_SegmentMask("Segment mask", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 200
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 4.0
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sampler2D _MainTex;
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sampler2D _SegmentMask;
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struct Input {
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float2 uv_MainTex;
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};
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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float4 _EmissionColor;
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int segments;
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void surf (Input IN, inout SurfaceOutputStandard o) {
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float4 cc = tex2D(_MainTex, IN.uv_MainTex);
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float msk = tex2D(_SegmentMask, IN.uv_MainTex).r;
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uint id = (uint)(msk * 255.0f) / 20;
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//o.Emission = msk;
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if ((uint)segments & (1 << (id - 1))) {
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o.Emission = _EmissionColor.rgb *cc.r;
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}
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o.Albedo = cc.r * 0.08f;
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// Metallic and smoothness come from slider variables
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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o.Alpha =1;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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