Shader "Custom/SurfaceShader" {
Properties {
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Metallic("Metallic", Range(0, 1)) = 0
_Smoothness("Smoothness", Range(0, 1)) = 0
}
SubShader {
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf Standard
sampler2D _MainTex;
float _Metallic;
float _Smoothness;
struct Input {
float2 uv_MainTex;
};
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Smoothness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
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