This commit is contained in:
Gerard Gascón 2025-04-24 17:37:25 +02:00
commit 341a877b4a
2338 changed files with 1346408 additions and 0 deletions

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Shader "Custom/rotating_Shader"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_Tint("Tint", Color) = (1, 1, 1, 1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
_Angle("Angle", Range(0, 360)) = 0.0
}
SubShader
{
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"
}