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127 changes: 127 additions & 0 deletions Assets/Materials/PointMaterial.mat
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8 changes: 8 additions & 0 deletions Assets/Materials/PointMaterial.mat.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

8 changes: 8 additions & 0 deletions Assets/Materials/SurfaceShaders.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

8 changes: 8 additions & 0 deletions Assets/Materials/SurfaceShaders/OLD_SRP.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

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Shader "Custom/GenericSurfaceShader"
{
Properties
{
_Smoothness ("Smoothness", Range(0,1)) = 0.5
_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;
};

float _Smoothness;

void ConfigureSurface (Input input, inout SurfaceOutputStandard surface)
{
surface.Albedo = input.worldPos * 0.5 + 0.5;
surface.Smoothness = _Smoothness;
surface.Albedo.rg = input.worldPos.xy * 0.5 + 0.5;
}

half _Glossiness;
half _Metallic;
fixed4 _Color;

// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)

void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

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