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58 lines
1.5 KiB

Shader "Custom/KinectShader" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_MaskTex("Mask Texture", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_CutRange("CutRangeHalf",Range(0,0.5)) = 0.1
_Cutoff("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags{ "RenderType" = "Transparent" }
LOD 200
//ZWrite Off
//ZTest On
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard alphatest:_Cutoff
#pragma multi_compile __ DEBUG
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _MaskTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float _CutRange;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
float2 uv = float2(IN.uv_MainTex.x, 1 - IN.uv_MainTex.y);
fixed4 c = tex2D(_MainTex, uv);
fixed4 maskcol = tex2D(_MaskTex, uv);
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
#if DEBUG
o.Alpha = 1;
#else
o.Alpha = maskcol.r;
#endif
//if (IN.uv_MainTex.x < _CutRange || IN.uv_MainTex.x> 1 - _CutRange)
// o.Alpha = 0;
}
ENDCG
}
FallBack "Diffuse"
}