Hello i wish to create a shader with completely different passes, first move has transmission second one has reflection, GI and PBR utilizing surf and third one is define round utilizing unlit.
How am i able to mix my completely different passes along with a weight?
Define is beneath and Transmission is mixing by Including and reflections utilizing alpha.
My check shader is :
Shader "Customized/MixedShader"
{
Properties
{
_Color ("Coloration", Coloration) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Pass2Color ("Coloration 2 (RGB)", Coloration) = (1,1,1,1)
_Glossiness ("Smoothness", Vary(0,1)) = 0.5
_Metallic ("Metallic", Vary(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma floor surf Customary fullforwardshadows decal:mix keepalpha
#pragma goal 3.0
sampler2D _MainTex;
struct Enter
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Enter IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = 1.0f;
}
ENDCG
Cross
{
Mix SrcAlpha DstAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#embrace "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Pass2Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex * 1.05);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// pattern the feel
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return _Pass2Color;
}
ENDCG
}
}
FallBack "Diffuse"
}