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Question by kkl888 · Jan 10, 2019 at 08:00 AM · shadercustomgpuskinning

GPU skinning vs custom shader

Hi I'm writing my own shader in mobile, but was wondering if I will break the GPU skinning feature since it's using vertex shader also? My shader is as below:

 Shader "Mobile Custom/Specular Map" {
 Properties {
     _ShininessColor("Shininess Color", Color) = (1,1,1,1)
     _Shininess ("Shininess", Range (0.03, 1)) = 0.078125
     _MainTex ("Base (RGB)", 2D) = "white" {}
     _SpecMap ("Specular Map", 2D) = "white" {}
 }
 SubShader {
     Tags { "RenderType"="Opaque" }
     LOD 250
     Cull Back
 
     CGPROGRAM
     #pragma surface surf MobileBlinnPhong exclude_path:prepass nolightmap halfasview interpolateview noshadow nofog nometa nolppv noshadowmask
 
     inline fixed4 LightingMobileBlinnPhong (SurfaceOutput s, fixed3 lightDir, fixed3 halfDir, fixed atten) {
         fixed diff = max (0, dot (s.Normal, lightDir));
         fixed nh = max (0, dot (s.Normal, halfDir));
         fixed spec = pow (nh, s.Specular * 128) * s.Gloss;
 
         fixed4 c;
         c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * atten;
         UNITY_OPAQUE_ALPHA(c.a);
         return c;
     }
 
     sampler2D _MainTex;
     sampler2D _SpecMap;
     uniform float4 _ShininessColor;
     half _Shininess;
 
     struct Input {
         float2 uv_MainTex;
     };
 
     void surf (Input IN, inout SurfaceOutput o) {
         fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
         o.Albedo = tex.rgb;
         o.Gloss = tex2D(_SpecMap, IN.uv_MainTex) * _ShininessColor;
         o.Alpha = tex.a;
         o.Specular = _Shininess;
     }
     ENDCG
 }
 
 FallBack "Mobile/VertexLit"
 }

According to here, if using custom shader with instancing, we need to add the instancing shader in our custom shader. Does it apply for GPU skinning too?

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