Shader "Hidden/DiffuseAndSpecularFromMetallicNode" { Properties { _A ("_A", 2D) = "white" {} _B ("_B", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #include "UnityStandardUtils.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; float4 frag( v2f_img i ) : SV_Target { float4 albedo = tex2D( _A, i.uv ); float metallic = tex2D( _A, i.uv ).r; float3 specColor = 0; float oneMinusReflectivity; float3 albedoFinal = DiffuseAndSpecularFromMetallic(albedo,metallic,specColor,oneMinusReflectivity); return float4( albedoFinal , 1 ); } ENDCG } } }