Unity shader examples
Use these with geometry you export from Open Brush and import into Unity. However, you should prefer to use the Open Brush Toolkit, which comes with all the Open Brush shaders.
Opaque shader
Shader "Brush/Standard"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0)
_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
_MainTex ("Base (RGBA)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader
{
Tags
{
"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"
}
LOD 400
CGPROGRAM
#pragma target 3.0
#pragma surface surf StandardSpecular vertex:vert alphatest:_Cutoff addshadow
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
float4 color : Color;
};
sampler2D _MainTex;
sampler2D _BumpMap;
fixed4 _Color;
half _Shininess;
void vert(inout appdata_full i)
{
}
void surf(Input IN, inout SurfaceOutputStandardSpecular o)
{
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = tex.rgb * _Color.rgb * IN.color.rgb;
o.Smoothness = _Shininess;
o.Specular = _SpecColor;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
o.Alpha = tex.a * IN.color.a;
}
ENDCG
}
FallBack "Transparent/Cutout/VertexLit"
}Additive shader
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