Shader "Digicrafts/UV-Free/Standard/Standard" { Properties { _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo", 2D) = "white" {} _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 _MetallicGlossMap("Metallic", 2D) = "white" {} _BumpScale("Scale", Float) = 1.0 _BumpMap("Normal Map", 2D) = "bump" {} // UV-Free Properties [Toggle(_UVFREE_WORLDSPACE)] _UVSpace ("_UVSpace", Float) = 0 [KeywordEnum(Free,UV0,UV1)] _UVFREE_UV ("_UVFREE_UV", Float) = 0 [Toggle(_UVFREE_VERTEX_COLOR)] _VertexColor ("_VertexColor", Float) = 0 _VertexColorPower ("_VertexColorPower", Range(0,5)) = 1 _Top ("_Top", Float) = 0 _PowerTop ("_PowerTop", Range(0,1)) = 0.5 _ColorTop ("_ColorTop", Color) = (1,1,1,1) _MainTexTop ("_MainTexTop", 2D) = "white" {} _Bottom ("_Bottom", Float) = 0 _PowerBottom ("_PowerBottom", Range(0,1)) = 0.5 _ColorBottom ("_ColorBottom", Color) = (1,1,1,1) _MainTexBottom ("_MainTexBottom", 2D) = "white" {} _GlossinessTop("Smoothness", Range(0.0, 1.0)) = 0.5 [Gamma] _MetallicTop("Metallic", Range(0.0, 1.0)) = 0.0 _MetallicGlossMapTop("Metallic", 2D) = "white" {} _BumpScaleTop("Scale", Float) = 1.0 _BumpMapTop ("_BumpMapTop", 2D) = "bump" {} _GlossinessBottom("Smoothness", Range(0.0, 1.0)) = 0.5 [Gamma] _MetallicBottom("Metallic", Range(0.0, 1.0)) = 0.0 _MetallicGlossMapBottom("Metallic", 2D) = "white" {} _BumpScaleBottom("Scale", Float) = 1.0 _BumpMapBottom ("_BumpMapBottom", 2D) = "bump" {} // _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 // _OcclusionMap("Occlusion", 2D) = "white" {} // _OcclusionStrengthTop("Strength", Range(0.0, 1.0)) = 1.0 // _OcclusionMapTop("Occlusion", 2D) = "white" {} // _OcclusionStrengthBottom("Strength", Range(0.0, 1.0)) = 1.0 // _OcclusionMapBottom("Occlusion", 2D) = "white" {} // Blending state [HideInInspector] _Mode ("__mode", Float) = 0.0 [HideInInspector] _SrcBlend ("__src", Float) = 1.0 [HideInInspector] _DstBlend ("__dst", Float) = 0.0 [HideInInspector] _ZWrite ("__zw", Float) = 1.0 } SubShader { Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } LOD 300 Blend [_SrcBlend] [_DstBlend] ZWrite [_ZWrite] CGPROGRAM #pragma surface surf Standard vertex:vert #pragma target 3.0 #pragma shader_feature _UVFREE_WORLDSPACE #pragma shader_feature _UVFREE_VERTEX_COLOR // Standard shader feature variants #pragma shader_feature _NORMALMAP #pragma shader_feature _METALLICGLOSSMAP #pragma shader_feature _METALLICGLOSSMAP_TOP #pragma shader_feature _METALLICGLOSSMAP_BOTTOM #include "Assets/Digicrafts/UVFree/Shaders/Core/UVFreeVertexColor.cginc" #include "Assets/Digicrafts/UVFree/Shaders/Core/UVFreeStandardNoOcc.cginc" #include "Assets/Digicrafts/UVFree/Shaders/Core/UVFreeMain.cginc" #include "Assets/Digicrafts/UVFree/Shaders/Core/UVFreeStandardMetallic.cginc" #include "Assets/Digicrafts/UVFree/Shaders/Core/UVFreeStandard.cginc" ENDCG } Fallback "Diffuse" CustomEditor "UVFreeStandardShaderGUI" }