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" }