Oct
9
2021

Draw New Unity Logo using Surface Shader (+Default Cube)

// https://unitycoder.com/blog/2021/10/09/draw-new-unity-logo-using-surface-shader-default-cube/
Shader "Custom/UnityLogoShader"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows vertex:vert
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
float3 vertexNormal;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
o.vertexNormal = abs(v.normal); // Aah, this is why normal wasnt Normal!
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
float2 uv = IN.uv_MainTex;
float3 normal = IN.vertexNormal;
float c=0;
float s1 = 0.37;
float s2 = 0.8;
// right panel
if (normal.z>0.99)
{
c= 1-((step(uv.x,0.8)-step(uv.x,0.37))*(step(uv.y,0.63)-step(uv.y,0.2)));
float l =1-(distance(uv.x,1-uv.y)<0.1&uv.y>0.5);
o.Albedo = c*l;
}else{ // other panels
c = 1-((step(uv.x,s2)-step(uv.x,s1))*(step(uv.y,s2)-step(uv.y,s1))); // lol
float l =1-(distance(uv.x,uv.y)<0.1&uv.x<0.5); // lolx2
o.Albedo = c*l;
}
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = 1;
}
ENDCG
}
FallBack "Diffuse"
}

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