holopy3/Assets/PlattarExporter/UnityGLTF/Shaders/GLTFConstant.shader

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2021-01-28 12:07:52 +00:00
Shader "GLTF/GLTFConstant" {
Properties {
_AmbientFactor ("Ambient Factor", Color) = (1,1,1,1)
_EmissionColor("Emission Factor", Color) = (1,1,1,1)
_LightmapFactor("Lightmap Factor", Color) = (1,1,1,1)
_EmissionMap("Emission (RGB)", 2D) = "white" {}
_LightMap("Lightmap (RGB)", 2D) = "white" {}
_EmissionUV ("Emission UV Index", Int) = 0
_LightUV("Lightmap UV Index", Int) = 0
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Float) = 2.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
}
SubShader {
Pass {
Tags { "PerformanceChecks"="False" }
LOD 200
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull [_Cull]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature VERTEX_COLOR_ON
#pragma shader_feature EMISSION_MAP_ON
#pragma shader_feature LIGHTMAP_ON
#pragma shader_feature _ALPHATEST_ON
#include "GLTFConstant.cginc"
ENDCG
}
}
}