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- 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"
- }
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