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3 years ago
Shader "Unluck Software/ReflectBumpRimSpecVertex" {
Properties {
_Color2 ("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) = "" { TexGen CubeReflect }
_BumpMap ("Normalmap", 2D) = "bump" {}
_RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0)
_RimPower ("Rim Power", Range(0.5,8.0)) = 3.0
}
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;
fixed4 _Color;
fixed4 _Color2;
fixed4 _ReflectColor;
half _Shininess;
float4 _RimColor;
float _RimPower;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float3 worldRefl;
float4 color : COLOR;
float3 viewDir;
INTERNAL_DATA
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = tex.rgb * IN.color.rgb *_Color2;
o.Gloss = tex.a;
o.Alpha = tex.a * _Color.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;
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
o.Emission = reflcol.rgb * _ReflectColor.rgb+(_RimColor.rgb * pow (rim, _RimPower));
//o.Alpha = reflcol.a * _ReflectColor.a;
}
ENDCG
}
FallBack "Specular"
}