Shader "Custom/WoodenDoorShader"
{
    Properties
    {
        _MainTex ("Texture", 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

        struct Input
        {
            float2 uv_MainTex;
        };

        sampler2D _MainTex;
        float _Glossiness;
        float _Metallic;

        void surf(Input IN, inout SurfaceOutputStandard o)
        {
            fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
            o.Albedo = c.rgb;
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}
