How can I add a mat setting for this shader?
Shader "Unlit/Customs/SpriteBlendColor"
{
Properties
{
[HideInInspector] [PerRendererData] _MainTex ("Texture", 2D) = "white" {}
// _ColorMultiply ("Multiply", Color) = (1, 1, 1, 1)
// _Glossiness ("Smoothness", Range(0,1)) = 0.5 Matlık ekleme için - Akın Deneme
// _Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "PsBlendColor.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
// half _Glossiness;
half _Metallic;
// float4 _ColorMultiply;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color; // * _ColorMultiply;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
// return col * _ColorMultiply;
col.rgb = BlendColor(col.rgb, i.color);
col.a *= i.color.a;
// col = _Glossiness; Matlık ekleme için - Akın Deneme
// col.rgb = _Metallic;
return col;
}
ENDCG
}
}
}
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