Shader "Colorify/Standard (Specular setup)" { 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 _SpecColor ("Specular", Vector) = (0.2,0.2,0.2,1) _SpecGlossMap ("Specular", 2D) = "white" {} _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] _EmissionScaleUI ("Scale", Float) = 0 [HideInInspector] _EmissionColorUI ("Color", Vector) = (1,1,1,1) [HideInInspector] _Mode ("__mode", Float) = 0 [HideInInspector] _SrcBlend ("__src", Float) = 1 [HideInInspector] _DstBlend ("__dst", Float) = 0 [HideInInspector] _ZWrite ("__zw", Float) = 1 _ColorifyMode ("Masked", Float) = 0 _ColorifyColorsMode ("2 Colors", Float) = 0 _ColorifyMaskTex ("Recolor mask", 2D) = "black" {} _PatCol ("Pattern Color", Vector) = (1,1,1,1) _NewColor ("New Color", Vector) = (1,1,1,1) _NewSpecularColor ("New Specular color", Vector) = (1,1,1,1) _ColorifyMultiplier ("Multiplier", Range(0, 10)) = 1 _PatCol2 ("Pattern Color 2", Vector) = (1,1,1,1) _NewColor2 ("New Color 2", Vector) = (1,1,1,1) _NewSpecularColor2 ("New Specular color 2", Vector) = (1,1,1,1) _ColorifyMultiplier2 ("Multiplier 2", Range(0, 10)) = 1 _Range ("RGB Range", Range(0, 2)) = 0.01 _HueRange ("Hue Range", Range(0, 4)) = 0.1 _Range2 ("RGB Range 2", Range(0, 2)) = 0.01 _HueRange2 ("Hue Range 2", Range(0, 4)) = 0.1 _ColorifySpecStrength ("Specular recolor strength", Range(0, 1)) = 0.3 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; float4 _MainTex_ST; struct Vertex_Stage_Input { float4 pos : POSITION; float2 uv : TEXCOORD0; }; struct Vertex_Stage_Output { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } Texture2D _MainTex; SamplerState sampler_MainTex; float4 _Color; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color; } ENDHLSL } } Fallback "VertexLit" //CustomEditor "ColorifyStandardShaderGUI" }