Shader "PROTOFACTOR/LEGACY/Self-Illumin/Reflective/Bumped Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5,0.5,0.5,1) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5) _MainTex ("Base (RGB) RefStrGloss (A)", 2D) = "white" {} _Cube ("Reflection Cubemap", Cube) = "" {} _BumpMap ("Normalmap", 2D) = "bump" {} _Illum ("IlluminColor (RGB) Intensity (A)", 2D) = "black" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 400 CGPROGRAM #pragma surface surf BlinnPhong #pragma target 3.0 //input limit (8) exceeded, shader uses 9 #pragma exclude_renderers d3d11_9x sampler2D _MainTex; sampler2D _BumpMap; samplerCUBE _Cube; sampler2D _Illum; fixed4 _Color; fixed4 _ReflectColor; half _Shininess; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float3 worldRefl; INTERNAL_DATA }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); fixed4 illum = tex2D(_Illum, IN.uv_MainTex); fixed4 c = tex * _Color; o.Albedo = c.rgb; o.Gloss = tex.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); float3 worldRefl = WorldReflectionVector (IN, o.Normal); fixed4 reflcol = texCUBE (_Cube, worldRefl); reflcol *= tex.a; o.Emission = reflcol.rgb * _ReflectColor.rgb * (1-illum.a)+ illum.rgb * illum.a; o.Alpha = reflcol.a * _ReflectColor.a * (1-illum.a)+ illum.a; } ENDCG } FallBack "Reflective/Bumped Specular" }