Shader "Physically-Based-Lighting" {
    Properties { 
    _Color ("Main Color", Color) = (1,1,1,1)                    //diffuse Color
    _SpecularColor ("Specular Color", Color) = (1,1,1,1)        //Specular Color (Not Used)
    _Glossiness("Smoothness",Range(0,1)) = 1                    //My Smoothness
    _Metallic("Metalness",Range(0,1)) = 0                    //My Metal Value      

    }
    SubShader {
	Tags {
            "RenderType"="Opaque"  "Queue"="Geometry"
        } 
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDBASE
            #include "UnityCG.cginc"
            #include "AutoLight.cginc"
            #include "Lighting.cginc"
            #pragma multi_compile_fwdbase_fullshadows      
            #pragma target 3.0

float4 _Color;
float4 _SpecularColor;
float _Glossiness;
float _Metallic;