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Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
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using System; | ||
using UnityEditor; | ||
using UnityEngine; | ||
using UnityEngine.Rendering; | ||
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namespace UniGLTF | ||
{ | ||
public class UniUnlitEditor : ShaderGUI | ||
{ | ||
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties) | ||
{ | ||
base.OnGUI(materialEditor, properties); | ||
} | ||
} | ||
} |
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
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Shader "Custom/NewSurfaceShader" { | ||
Properties { | ||
_Color ("Color", Color) = (1,1,1,1) | ||
_MainTex ("Albedo (RGB)", 2D) = "white" {} | ||
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | ||
_Metallic ("Metallic", Range(0,1)) = 0.0 | ||
} | ||
SubShader { | ||
Tags { "RenderType"="Opaque" } | ||
LOD 200 | ||
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CGPROGRAM | ||
// Physically based Standard lighting model, and enable shadows on all light types | ||
#pragma surface surf Standard fullforwardshadows | ||
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// Use shader model 3.0 target, to get nicer looking lighting | ||
#pragma target 3.0 | ||
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sampler2D _MainTex; | ||
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struct Input { | ||
float2 uv_MainTex; | ||
}; | ||
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half _Glossiness; | ||
half _Metallic; | ||
fixed4 _Color; | ||
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. | ||
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. | ||
// #pragma instancing_options assumeuniformscaling | ||
UNITY_INSTANCING_CBUFFER_START(Props) | ||
// put more per-instance properties here | ||
UNITY_INSTANCING_CBUFFER_END | ||
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void surf (Input IN, inout SurfaceOutputStandard o) { | ||
// Albedo comes from a texture tinted by color | ||
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; | ||
o.Albedo = c.rgb; | ||
// Metallic and smoothness come from slider variables | ||
o.Metallic = _Metallic; | ||
o.Smoothness = _Glossiness; | ||
o.Alpha = c.a; | ||
} | ||
ENDCG | ||
} | ||
FallBack "Diffuse" | ||
} |
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
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Shader "UniGLTF/UniUnlit" | ||
{ | ||
Properties | ||
{ | ||
_MainTex ("Texture", 2D) = "white" {} | ||
_Color ("Main Color", COLOR) = (1,1,1,1) | ||
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[HideInInspector] _CullMode ("_CullMode", Float) = 2.0 | ||
[HideInInspector] _SrcBlend ("_SrcBlend", Float) = 1.0 | ||
[HideInInspector] _DstBlend ("_DstBlend", Float) = 0.0 | ||
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// ZWrite | ||
// VertexColor | ||
} | ||
SubShader | ||
{ | ||
Tags { "RenderType"="Opaque" } | ||
LOD 100 | ||
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Pass | ||
{ | ||
CGPROGRAM | ||
#pragma vertex vert | ||
#pragma fragment frag | ||
// make fog work | ||
#pragma multi_compile_fog | ||
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#include "UnityCG.cginc" | ||
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struct appdata | ||
{ | ||
float4 vertex : POSITION; | ||
float2 uv : TEXCOORD0; | ||
}; | ||
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struct v2f | ||
{ | ||
float2 uv : TEXCOORD0; | ||
UNITY_FOG_COORDS(1) | ||
float4 vertex : SV_POSITION; | ||
}; | ||
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sampler2D _MainTex; | ||
float4 _MainTex_ST; | ||
fixed4 _Color; | ||
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v2f vert (appdata v) | ||
{ | ||
v2f o; | ||
o.vertex = UnityObjectToClipPos(v.vertex); | ||
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | ||
UNITY_TRANSFER_FOG(o,o.vertex); | ||
return o; | ||
} | ||
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fixed4 frag (v2f i) : SV_Target | ||
{ | ||
// sample the texture | ||
fixed4 col = tex2D(_MainTex, i.uv) * _Color; | ||
// apply fog | ||
UNITY_APPLY_FOG(i.fogCoord, col); | ||
return col; | ||
} | ||
ENDCG | ||
} | ||
} | ||
CustomEditor "UniGLTF.UniUnlitEditor" | ||
} |
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.