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StandardInstanced.shader
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StandardInstanced.shader
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Shader "Alembic/Standard Instanced" {
Properties {
_Color("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows addshadow
#pragma target 3.0
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling maxcount:1023 procedural:setup
#include "PointRenderer.cginc"
fixed4 _Color;
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
void setup()
{
unity_ObjectToWorld = GetPointMatrix();
unity_WorldToObject = unity_ObjectToWorld;
unity_WorldToObject._14_24_34 *= -1;
unity_WorldToObject._11_22_33 = 1.0f / unity_WorldToObject._11_22_33;
}
#endif
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
}