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

Shader "Brush/Additive"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
Category
{
Tags
{
"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"
}
Blend SrcAlpha One
AlphaTest Greater .01
ColorMask RGB
Cull Off Lighting Off ZWrite Off Fog
{
Color (0,0,0,0)
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag(v2f i) : COLOR
{
half4 c = tex2D(_MainTex, i.texcoord);
return i.color * c;
}
ENDCG
}
}
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