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Question by
Vagrant-VX · Jun 25, 2020 at 01:55 PM ·
shader
Can someone help me to upgrade a shader to URP?
Shader :
Shader "Sprites/3D Sprite" {
Properties {
_MainCol ("Main Tint", Color) = (1,1,1,1)
_MainTex ("Main Texture", 2D) = "white" {}
_DetailCol ("Detail Tint", Color) = (1,1,1,1)
_DetailTex ("Detail Texture", 2D) = "white" {}
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout" "PreviewType"="Plane"}
Cull Off
LOD 300
CGPROGRAM
#pragma surface surf SimpleLambert alphatest:_Cutoff addshadow fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
fixed4 _MainCol;
sampler2D _DetailTex;
fixed4 _DetailCol;
half4 LightingSimpleLambert (SurfaceOutput s, half3 lightDir, half atten) {
half4 c;
c.rgb = s.Albedo * _MainCol.rgb * (atten) * _LightColor0.rgb;
c.a = s.Alpha;
return c;
}
struct Input {
float2 uv_MainTex;
float2 uv_DetailTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _MainCol;
fixed4 d = tex2D(_DetailTex, IN.uv_DetailTex) * _DetailCol;
o.Albedo = lerp(c.rgb, d.rgb, d.a);
o.Alpha = c.a;
}
ENDCG
}
Fallback "Transparent/Cutout/VertexLit"
}
can some one help me to make it in shader graph or as shader code to support in URP?
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