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shaders for urp

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Hi, I am doing a tutorial where we had to rewrite a shader. I checked a thousand times but I think I did the same thing he did. I am wondering if maybe I need to do something different with URP? Any help would be greatly appreciated because I dont know anything at all about them. Shader "Custom/LeafShader" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType"="TransparentCutout" } Cull off CGPROGRAM #pragma surface surf Lambert addshadow // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; fixed4 _Color; // 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_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) void surf (Input IN, inout SurfaceOutput o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; clip(o.Alpha-0.5); } ENDCG } FallBack "Diffuse" }

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