Shader "Custom/Material Property Drawer Example"
{
Properties
{
// Header creates a header text before the shader property.
[Header(Material Property Drawer Example)]
// Space creates vertical space before the shader property.
[Space]
_MainTex ("Main Tex", 2D) = "white" {}
_SecondTex ("Second Tex", 2D) = "white" {}
// Large amount of space
[Space(50)]
// Toggle displays a **float** as a toggle.
// The property value will be 0 or 1, depending on the toggle state.
// When it is on, a shader keyword with the uppercase property name +"_ON" will be set,
// or an explicitly specified shader keyword.
[Toggle] _Invert ("Invert color?", Float) = 0
// Will set "ENABLE_FANCY" shader keyword when set
[Toggle(ENABLE_FANCY)] _Fancy ("Fancy?", Float) = 0
// Enum displays a popup menu for a **float** property.
// You can supply either an enum type name
// (preferably fully qualified with namespaces, in case there are multiple types),
// or explicit name/value pairs to display.
// Up to **7** name/value pairs can be specified
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Src Blend Mode", Float) = 1
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Dst Blend Mode", Float) = 1
[Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Float) = 0
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 0
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Float) = 1
// KeywordEnum displays a popup menu for a **float** property, and enables corresponding shader keyword.
// This is used with "#pragma multi_compile" in shaders, to enable or disable parts of shader code.
// Each name will enable "property name" + underscore + "enum name", uppercased, shader keyword.
// Up to **9** names can be provided.
[KeywordEnum(None, Add, Multiply)] _Overlay ("Overlay mode", Float) = 0
// PowerSlider displays a slider with a non-linear response for a Range shader property.
// A slider with 3.0 response curve
[PowerSlider(3.0)] _Shininess ("Shininess", Range (0.01, 1)) = 0.08
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
ZTest [_ZTest]
Cull [_Cull]
Pass
{
CGPROGRAM
// Need to define _INVERT_ON shader keyword
#pragma shader_feature _INVERT_ON
// Need to define _INVERT_ON shader keyword
#pragma shader_feature ENABLE_FANCY
// No comma between features
#pragma multi_compile _OVERLAY_NONE _OVERLAY_ADD _OVERLAY_MULTIPLY
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _SecondTex;
float4 _SecondTex_ST;
float _Shininess;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.uv, _SecondTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv.xy);
// Use #if, #ifdef or #if defined
#if _INVERT_ON
col = 1 - col;
#endif
// Use #if, #ifdef or #if defined
#if ENABLE_FANCY
col.r = 0.5;
#endif
fixed4 secCol = tex2D(_SecondTex, i.uv.zw);
#if _OVERLAY_ADD
col += secCol;
#elif _OVERLAY_MULTIPLY
col *= secCol;
#endif
col *= _Shininess;
return col;
}
ENDCG
}
}
}
{
Properties
{
// Header creates a header text before the shader property.
[Header(Material Property Drawer Example)]
// Space creates vertical space before the shader property.
[Space]
_MainTex ("Main Tex", 2D) = "white" {}
_SecondTex ("Second Tex", 2D) = "white" {}
// Large amount of space
[Space(50)]
// Toggle displays a **float** as a toggle.
// The property value will be 0 or 1, depending on the toggle state.
// When it is on, a shader keyword with the uppercase property name +"_ON" will be set,
// or an explicitly specified shader keyword.
[Toggle] _Invert ("Invert color?", Float) = 0
// Will set "ENABLE_FANCY" shader keyword when set
[Toggle(ENABLE_FANCY)] _Fancy ("Fancy?", Float) = 0
// Enum displays a popup menu for a **float** property.
// You can supply either an enum type name
// (preferably fully qualified with namespaces, in case there are multiple types),
// or explicit name/value pairs to display.
// Up to **7** name/value pairs can be specified
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Src Blend Mode", Float) = 1
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Dst Blend Mode", Float) = 1
[Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Float) = 0
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 0
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Float) = 1
// KeywordEnum displays a popup menu for a **float** property, and enables corresponding shader keyword.
// This is used with "#pragma multi_compile" in shaders, to enable or disable parts of shader code.
// Each name will enable "property name" + underscore + "enum name", uppercased, shader keyword.
// Up to **9** names can be provided.
[KeywordEnum(None, Add, Multiply)] _Overlay ("Overlay mode", Float) = 0
// PowerSlider displays a slider with a non-linear response for a Range shader property.
// A slider with 3.0 response curve
[PowerSlider(3.0)] _Shininess ("Shininess", Range (0.01, 1)) = 0.08
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
ZTest [_ZTest]
Cull [_Cull]
Pass
{
CGPROGRAM
// Need to define _INVERT_ON shader keyword
#pragma shader_feature _INVERT_ON
// Need to define _INVERT_ON shader keyword
#pragma shader_feature ENABLE_FANCY
// No comma between features
#pragma multi_compile _OVERLAY_NONE _OVERLAY_ADD _OVERLAY_MULTIPLY
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _SecondTex;
float4 _SecondTex_ST;
float _Shininess;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.uv, _SecondTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv.xy);
// Use #if, #ifdef or #if defined
#if _INVERT_ON
col = 1 - col;
#endif
// Use #if, #ifdef or #if defined
#if ENABLE_FANCY
col.r = 0.5;
#endif
fixed4 secCol = tex2D(_SecondTex, i.uv.zw);
#if _OVERLAY_ADD
col += secCol;
#elif _OVERLAY_MULTIPLY
col *= secCol;
#endif
col *= _Shininess;
return col;
}
ENDCG
}
}
}