Shader "Azerilo/Double Sided Standard" { Properties { _Color ("Color", Vector) = (1,1,1,1) _MainTex ("Albedo", 2D) = "white" {} _Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5 _Glossiness ("Smoothness", Range(0, 1)) = 0.5 _GlossMapScale ("Smoothness Scale", Range(0, 1)) = 1 [Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0 [Gamma] _Metallic ("Metallic", Range(0, 1)) = 0 _MetallicGlossMap ("Metallic", 2D) = "white" {} [ToggleOff] _SpecularHighlights ("Specular Highlights", Float) = 1 [ToggleOff] _GlossyReflections ("Glossy Reflections", Float) = 1 _BumpScale ("Scale", Float) = 1 _BumpMap ("Normal Map", 2D) = "bump" {} _Parallax ("Height Scale", Range(0.005, 0.08)) = 0.02 _ParallaxMap ("Height Map", 2D) = "black" {} _OcclusionStrength ("Strength", Range(0, 1)) = 1 _OcclusionMap ("Occlusion", 2D) = "white" {} _EmissionColor ("Color", Vector) = (0,0,0,1) _EmissionMap ("Emission", 2D) = "white" {} _DetailMask ("Detail Mask", 2D) = "white" {} _DetailAlbedoMap ("Detail Albedo x2", 2D) = "grey" {} _DetailNormalMapScale ("Scale", Float) = 1 _DetailNormalMap ("Normal Map", 2D) = "bump" {} [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0 [HideInInspector] _Mode ("__mode", Float) = 0 [HideInInspector] _SrcBlend ("__src", Float) = 1 [HideInInspector] _DstBlend ("__dst", Float) = 0 [HideInInspector] _ZWrite ("__zw", Float) = 1 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard #pragma target 3.0 sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } Fallback "VertexLit" //CustomEditor "StandardShaderGUI" }