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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline"}
|
||||
LOD 200
|
||||
|
||||
CGPROGRAM
|
||||
// Physically based Standard lighting model, and enable shadows on all light types
|
||||
#pragma surface surf Standard fullforwardshadows
|
||||
|
||||
// Use shader model 3.0 target, to get nicer looking lighting
|
||||
#pragma target 3.0
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
struct Input
|
||||
{
|
||||
float2 uv_MainTex;
|
||||
};
|
||||
|
||||
half _Glossiness;
|
||||
half _Metallic;
|
||||
fixed4 _Color;
|
||||
fixed4 _Tint;
|
||||
float _Angle;
|
||||
|
||||
// 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 SurfaceOutputStandard o)
|
||||
{
|
||||
float2 myUVs;
|
||||
_Angle = (_Angle * 2 * 3.141592) / 360;
|
||||
myUVs.x = (IN.uv_MainTex.x - 0.5f)*cos(_Angle) - (IN.uv_MainTex.y - 0.5f)*sin(_Angle) + 0.5f;
|
||||
myUVs.y = (IN.uv_MainTex.x - 0.5f)*sin(_Angle) + (IN.uv_MainTex.y - 0.5f)*cos(_Angle) + 0.5f;
|
||||
|
||||
// Albedo comes from a texture tinted by color
|
||||
fixed4 c = tex2D(_MainTex, myUVs) * _Color * _Tint;
|
||||
o.Albedo = c.rgb;
|
||||
// Metallic and smoothness come from slider variables
|
||||
o.Metallic = _Metallic;
|
||||
o.Smoothness = _Glossiness;
|
||||
o.Alpha = c.a;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
9
Assets/Materials/rotating/rotating_Shader.shader.meta
Normal file
9
Assets/Materials/rotating/rotating_Shader.shader.meta
Normal file
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f31da0678d9d13e4eb619f6b3f86007f
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Add table
Add a link
Reference in a new issue