Shader "Custom/StandardSurf" { Properties { _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo (RGBA)", 2D) = "white" {} _Glossiness("Smoothness", Range(0,1)) = 0.5 _Metallic("Metallic", Range(0,1)) = 0.0 [NoScaleOffset]_DiffuseArray("Transparent Albedo (RGBA)", 2DArray) = "" {} _FlipbookFPS("Flipbook FPS", Integer) = 30 _FlipbookFrames("Flipbook Frames", Integer) = 30 } SubShader { Tags { "RenderType" = "Transparent" "Queue" = "Transparent" } LOD 200 Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull Back CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows alpha:fade // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 UNITY_DECLARE_TEX2DARRAY(_DiffuseArray); int _FlipbookFPS; int _FlipbookFrames; sampler2D _MainTex; half _Glossiness; half _Metallic; fixed4 _Color; struct Input { float2 uv_MainTex; }; // 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) { // Common UV for all texture arrays float frame = fmod(floor(_Time.y * _FlipbookFPS), _FlipbookFrames); // Cyclic frame value float3 uvw = float3(IN.uv_MainTex, frame); float4 diff = UNITY_SAMPLE_TEX2DARRAY(_DiffuseArray, uvw) * _Color; o.Albedo = diff.rgb; o.Alpha = diff.a; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; // o.Alpha = c.a; } ENDCG } FallBack "Standard" }