Jamie Greunbaum ff3449c39a - Added a UI render texture material that has standard depth sorting.
- On-set newspaper display in round 3 no longer renders over everything.
2026-04-12 15:07:05 -04:00

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Shader "Carmen/Decal"
{
Properties
{
_MainTex ("Decal", 2D) = "white" {}
_Colour ("Colour", Color) = (1.0, 1.0, 1.0, 1.0)
_Metallic ("Metallic", Range(0.0, 1.0)) = 0.0
_Smoothness ("Smoothness", Range(0.0, 1.0)) = 0.0
[NoScaleOffset] _DetailTex ("Detail Albedo", 2D) = "grey" {}
_DetailNormal ("Detail Normal", 2D) = "bump" {}
}
SubShader
{
Tags { "Queue"="Overlay" "RenderType"="Fade" "CanUseSpriteAtlas"="True" }
LOD 200
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
Offset -1, -1
CGPROGRAM
#include "UnityCG.cginc"
#pragma target 4.5
#pragma surface surf Standard alpha:fade
struct Input
{
float2 uv_MainTex;
float2 uv_DetailTex;
float2 uv_DetailNormal;
};
UNITY_DECLARE_TEX2D(_MainTex);
half4 _Colour;
half _Metallic;
half _Smoothness;
UNITY_DECLARE_TEX2D(_DetailTex);
UNITY_DECLARE_TEX2D(_DetailNormal);
void surf (Input IN, inout SurfaceOutputStandard o)
{
half4 TexSample = UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex);
o.Albedo = TexSample.rgb;
//o.Albedo *= UNITY_SAMPLE_TEX2D(_DetailTex, IN.uv_DetailNormal).rgb * 2.0;
o.Albedo *= _Colour;
o.Alpha = TexSample.a * _Colour.a;
o.Metallic = _Metallic;
o.Smoothness = _Smoothness;
o.Normal = UnpackNormal(UNITY_SAMPLE_TEX2D(_DetailNormal, IN.uv_DetailNormal));
}
ENDCG
}
FallBack "Diffuse"
}