Shader "Sun_Temple/WindowGlass" { Properties { _MainTex ("Albedo (RGB) Glass Mask(A)", 2D) = "white" {} [NoScaleOffset] _RoughnessTexture ("Roughness (R)", 2D) = "white" {} [NoScaleOffset] [Normal] _BumpMap ("Normal", 2D) = "bump" {} [NoScaleOffset] _Emission ("Emission(RGB)", 2D) = "black" {} _EmissionIntensity ("Emission Intensity", Range(0, 8)) = 0 _EmissionVertexMask ("Emission Vertex Mask", Range(0, 1)) = 0 _Reflection ("Reflection (CUBE)", Cube) = "" {} _SkyColor ("Sky Color (RGB)", Vector) = (1,1,1,1) } //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; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy); } ENDHLSL } } Fallback "Standard" }