arskrald/AR-3/Assets/TreeGrayShader.shader

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2019-03-04 17:07:53 +00:00

Shader "AR/GrayCylinder" {
Properties {
_MainTex ("Cylinder Texture", 2D) = "white" {}
}
SubShader{
Tags { "RenderType" = "Opaque" }
Pass {
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
fixed4 _Color;
struct Input {
float4 position : POSITION;
float4 color : COLOR;
float2 coord : TEXCOORD0;
};
struct VertexToFragment {
float4 position : SV_POSITION;
float4 color : COLOR;
float2 coord : TEXCOORD0;
};
VertexToFragment vert(Input IN) {
VertexToFragment OUT;
OUT.position = UnityObjectToClipPos( IN.position);
OUT.color = IN.color;
OUT.coord = IN.coord;
return OUT;
}
sampler2D _MainTex;
float2 _NoiseVector;
fixed4 frag(VertexToFragment IN) : SV_Target {
half4 c = tex2D(_MainTex, IN.coord);
float rand = frac(sin(dot(IN.position, _NoiseVector)) * 43758.5453);
c.rgb = dot(c.rgb, float3(0.3, 0.59, 0.11));
c.rgb -= rand*0.2;
return c;
}
ENDCG
}
}
}