Shader "Hidden/TerrainEngine/Splatmap/Standard-Base" { Properties { _MainTex ("Base (RGB) Smoothness (A)", 2D) = "white" {} _MetallicTex ("Metallic (R)", 2D) = "white" {} // used in fallback on old cards _Color ("Main Color", Color) = (1,1,1,1) } SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Geometry-100" } LOD 200 CGPROGRAM #pragma surface surf Standard fullforwardshadows #pragma target 3.0 // needs more than 8 texcoords #pragma exclude_renderers gles #include "UnityPBSLighting.cginc" sampler2D _MainTex; sampler2D _MetallicTex; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutputStandard o) { half4 c = tex2D (_MainTex, IN.uv_MainTex); o.Albedo = c.rgb; o.Alpha = 1; o.Smoothness = c.a; o.Metallic = tex2D (_MetallicTex, IN.uv_MainTex).r; } ENDCG } FallBack "Diffuse" }