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Can someone help me converting this shader to urp?
I have upgraded to urp, everything upgraded, but this shader wasn't able to upgrade. Can someone help me? The shader is from SebLague Marching-Cubes
Shader "Custom/Terrain"
{
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
// 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;
struct Input
{
float2 uv_MainTex;
float3 worldPos;
float3 worldNormal;
};
float boundsY;
float normalOffsetWeight;
half _Glossiness;
half _Metallic;
fixed4 _Color;
sampler2D ramp;
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
float h = smoothstep(-boundsY/2, boundsY/2, IN.worldPos.y + IN.worldNormal.y * normalOffsetWeight);
float3 tex = tex2D(ramp, float2(h,.5));
o.Albedo = tex;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
}
ENDCG
}
FallBack "Diffuse"
}
Comment