2023-05-08 15:56:10 +03:00

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Shader "Scene/Wall"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_NormalTex ("Normal Map", 2D) = "bump" {}
_Tiling ("Tiling", float) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry" }
LOD 200
Stencil
{
Ref 1
Comp NotEqual
Pass Keep
}
CGPROGRAM
#pragma surface surf Standard noshadow
#pragma target 3.0
sampler2D _MainTex;
sampler2D _NormalTex;
fixed4 _Color;
float _Tiling;
struct Input
{
float2 uv_MainTex;
float2 uv_NormalTex;
};
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex * _Tiling) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
o.Normal = UnpackNormal (tex2D(_NormalTex, IN.uv_MainTex * _Tiling));
}
ENDCG
}
Fallback "VertexLit"
}