Hi I currently have a custom surface shader that has a special effect on top of duplicating most of the other functionality from the standard shader. However, I can’t figure out how to add functionality to support Metallic textures like in the standard shader.
struct SurfaceOutputStandard
{
fixed3 Albedo; // base (diffuse or specular) color
fixed3 Normal; // tangent space normal, if written
half3 Emission;
half Metallic; // 0=non-metal, 1=metal
half Smoothness; // 0=rough, 1=smooth
half Occlusion; // occlusion (default 1)
fixed Alpha; // alpha for transparencies
};
From the docs, this is the struct that is output. However, Metallic is just a half data type. How do i use a texture to define the Metallic-ness like in the standard shader?