I need a surface shader that makes minimum changes to the Standard PB shader, but that keeps all of its features. Let’s say I just want to change the render queue but otherwise keep all the Albedo, Height Map, Detail Mask etc things which are offered by the Standard shader.
So I made a new (surface) shader and opened it and it looks like this:
Shader "Custom/QueueChangerPB" {
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;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
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;
}
ENDCG
}
FallBack "Diffuse"
}
This only has a few of the properties, and doesn’t have that fancy multi compile / shader feature stuff that makes sure it only uses a texture/feature if you’ve filled it in in the inspector.
So my question is, is there a way to get the full Standard shader in Surf form? If not, do I have to add the “Normal Map” Tex and Slider myself and then how do I map them in the surf function?
Cheers!