Shader "Custom/Minecraft/Standard Animated" { Properties { [NoScaleOffset]_DiffuseArray("Transparent Albedo (RGBA)", 2DArray) = "" {} _Color("Tint Color", Color) = (1, 1, 1, 1) [NoScaleOffset]_MetallicArray("Metallic", 2DArray) = "" {} _Glossiness("Smoothness", Range(0, 1)) = 0.5 [NoScaleOffset]_NormalArray("Normal Map", 2DArray) = "" {} _Bumpyness("Bumpyness", Float) = 1.0 _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 addshadow #pragma target 3.5 #pragma shader_feature_local _NORMALMAP UNITY_DECLARE_TEX2DARRAY(_DiffuseArray); fixed4 _Color; UNITY_DECLARE_TEX2DARRAY(_MetallicArray); half _Glossiness; UNITY_DECLARE_TEX2DARRAY(_NormalArray); half _Bumpyness; int _FlipbookFPS; int _FlipbookFrames; struct Input { float2 uv_DiffuseArray; INTERNAL_DATA // For proper normal handling }; // 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_DiffuseArray, frame); // Albedo with alpha float4 diff = UNITY_SAMPLE_TEX2DARRAY(_DiffuseArray, uvw) * _Color; o.Albedo = diff.rgb; o.Alpha = diff.a; // Sample Metallic and smoothness (R = Metallic, A = Smoothness) plus slider variable float4 metalGloss = UNITY_SAMPLE_TEX2DARRAY(_MetallicArray, uvw); o.Metallic = metalGloss.r; o.Smoothness = metalGloss.a * _Glossiness; // Normal map and it's scale float4 normalTex = UNITY_SAMPLE_TEX2DARRAY(_NormalArray, uvw); float3 normalMap = UnpackNormal(normalTex); normalMap.xy *= _Bumpyness; o.Normal = normalize(normalMap); } ENDCG } FallBack "Standard" }