Add HDR into standard surface shader

I work in standard surface shader but I d’ont know to add HDR in shader like a standard shader.

current standard shader

Shader "Custom/CullingShader"
{
    Properties
    {
        _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;
        };

        half _Glossiness;
        half _Metallic;
        fixed4 _Color;
        float _IsActiveCulling;
        float4 _MyPlanePos;
        float4 _MyPlaneNormal;


        // 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;

            if (_IsActiveCulling == 1.0f)
            {
                float3 planeRelativeCamPos = _WorldSpaceCameraPos - _MyPlanePos.xyz;
                float planeCamDist = dot(planeRelativeCamPos, _MyPlaneNormal.xyz);
                float3 planeRelativePixelPos = IN.worldPos - _MyPlanePos.xyz;
                float planePixelDist = 0.0f;
                if (planeCamDist >= 0.0f)
                    planePixelDist = dot(planeRelativePixelPos, _MyPlaneNormal.xyz);
                else
                    planePixelDist = dot(planeRelativePixelPos, -_MyPlaneNormal.xyz);

                clip(-planePixelDist);
            }
           




            //   o.Albedo = c.rgb * 0.5f;

        }
        ENDCG
    }
    FallBack "Diffuse"
}

To get exactly what the Standard shader has requires a custom material inspector.

If you just want a color property that can be set to HDR values, add [HDR] in front of it.

[HDR] _Color (“Color”, Color) = (1,1,1,1)
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