Shader "Custom/WithCubeFalloff" { 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 _LightCube("Light Cubemap", CUBE) = "" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; float3 worldPos; }; half _Glossiness; half _Metallic; fixed4 _Color; uniform float4 _LightMapCameraPos; samplerCUBE _LightCube; // 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) { float3 toFragment = IN.worldPos - _LightMapCameraPos.xyz; float3 toFragmentDir = normalize(toFragment); float3 distToFrag = length(toFragment); float4 sampleDist = fixed4(texCUBE(_LightCube, toFragmentDir).rgb, 1) * _LightMapCameraPos.w; float check = step(distToFrag - 0.008, sampleDist); // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = check; // float3(check, check, check); // c.rgb; // *check; // Metallic and smoothness come from slider variables o.Metallic = 0; // _Metallic; o.Smoothness = 1; // _Glossiness; o.Alpha = 1; // c.a; } ENDCG } FallBack "Diffuse" }