Commit 7a4b6812 authored by Sebastian Genz's avatar Sebastian Genz
Browse files

- Added olivers shader to blend between two textures

- Added a brighter texture of the roehrecrazy
- Added a material that blends between the two roehrentextures
parent cd847447
Shader "Custom/NewSurfaceShader" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_AlternativeTex ("Albedo2 (RGB)", 2D) = "white" {}
_Speed("Speed", Range(0, 10)) = 1.0
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
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;
sampler2D _AlternativeTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
fixed _Speed;
// 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) {
// Albedo comes from a texture tinted by color
fixed4 col1 = tex2D (_MainTex, IN.uv_MainTex) * _Color;
fixed4 col2 = tex2D (_AlternativeTex, IN.uv_MainTex) * _Color;
fixed time = (sin(_Time.y * _Speed) + 1) * 0.5;
fixed4 c = col1 * time + col2 * (1-time);
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
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