Files
minecraft-character-vrc/Assets/minecraft-character/prefabs/minecraft-torch/mat/standardAnimatedCutout.shader
2026-04-18 00:18:16 +05:00

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2.5 KiB
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Shader "Custom/Minecraft/Standard Animated Cutout"
{
Properties
{
[NoScaleOffset]_DiffuseArray("Transparent Albedo (RGBA)", 2DArray) = "" {}
_Color("Tint Color", Color) = (1, 1, 1, 1)
_Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5
[NoScaleOffset]_MetallicArray("Metallic", 2DArray) = "" {}
_Glossiness("Smoothness", Range(0, 1)) = 0.5
[NoScaleOffset]_EmissionArray("Emission Map", 2DArray) = "" {}
_Brightness("Brightness", Float) = 1.0
_FlipbookFPS("Flipbook FPS", Integer) = 30
_FlipbookFrames("Flipbook Frames", Integer) = 30
}
SubShader
{
Tags { "RenderType" = "TransparentCutout" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows alpha:auto alphatest:_Cutoff addshadow
#pragma target 3.0
UNITY_DECLARE_TEX2DARRAY(_DiffuseArray);
fixed4 _Color;
UNITY_DECLARE_TEX2DARRAY(_MetallicArray);
half _Glossiness;
UNITY_DECLARE_TEX2DARRAY(_EmissionArray);
half _Brightness;
int _FlipbookFPS;
int _FlipbookFrames;
struct Input
{
float2 uv_DiffuseArray;
};
// 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;
// Emission
float4 emission = UNITY_SAMPLE_TEX2DARRAY(_EmissionArray, uvw);
o.Emission = emission.rgb * _Brightness;
}
ENDCG
}
FallBack "Standard"
}