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