I want to make a simle shader that used a metalness and glossiness map on it. With minimum code. I wrote this, but it doesnot work:
Shader "Custom/StructShader" {
Properties {
_MainTex ("A (RGB)", 2D) = "white" {}
_MS ("MS", 2D) = "black" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
sampler2D _MS;
struct Input {
float2 uv_MainTex;
float2 uv_MS;
};
// 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_CBUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_CBUFFER_END
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
fixed4 ms = tex2D(_MainTex, IN.uv_MS);
o.Metallic = ms.r;
o.Smoothness = ms.g;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
What is wrong?