Unity shader examples
Last updated
Last updated
Use these with geometry you export from Open Brush and import into Unity. However, you should prefer to use the , which comes with all the Open Brush shaders.
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"
}
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
}
}