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67 lines
1.6 KiB
Plaintext
67 lines
1.6 KiB
Plaintext
Shader "Unluck Software/ReflectBumpRimSpecVertex" {
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Properties {
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_Color2 ("Main Color", Color) = (1,1,1,1)
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_SpecColor ("Specular Color", Color) = (0.5,0.5,0.5,1)
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_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
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_ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
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_MainTex ("Base (RGB) RefStrGloss (A)", 2D) = "white" {}
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_Cube ("Reflection Cubemap", Cube) = "" { TexGen CubeReflect }
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_BumpMap ("Normalmap", 2D) = "bump" {}
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_RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0)
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_RimPower ("Rim Power", Range(0.5,8.0)) = 3.0
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 400
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CGPROGRAM
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#pragma surface surf BlinnPhong
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#pragma target 3.0
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//input limit (8) exceeded, shader uses 9
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//#pragma exclude_renderers d3d11_9x
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sampler2D _MainTex;
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sampler2D _BumpMap;
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samplerCUBE _Cube;
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fixed4 _Color;
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fixed4 _Color2;
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fixed4 _ReflectColor;
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half _Shininess;
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float4 _RimColor;
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float _RimPower;
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struct Input {
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float2 uv_MainTex;
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float2 uv_BumpMap;
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float3 worldRefl;
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float4 color : COLOR;
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float3 viewDir;
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INTERNAL_DATA
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};
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void surf (Input IN, inout SurfaceOutput o) {
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fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
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o.Albedo = tex.rgb * IN.color.rgb *_Color2;
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o.Gloss = tex.a;
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o.Alpha = tex.a * _Color.a;
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o.Specular = _Shininess;
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o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
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float3 worldRefl = WorldReflectionVector (IN, o.Normal);
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fixed4 reflcol = texCUBE (_Cube, worldRefl);
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reflcol *= tex.a;
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half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
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o.Emission = reflcol.rgb * _ReflectColor.rgb+(_RimColor.rgb * pow (rim, _RimPower));
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//o.Alpha = reflcol.a * _ReflectColor.a;
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}
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ENDCG
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}
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FallBack "Specular"
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}
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