init
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Shader "GLTFUtility/Standard Transparent (Specular)" {
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_SpecGlossMap ("Specular Map", 2D) = "white" {}
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_SpecColor ("Specular Color", Color) = (1,1,1,1)
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_GlossyReflections ("Glossiness", Range(0,1)) = 1
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[Normal] _BumpMap ("Normal", 2D) = "bump" {}
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_BumpScale("NormalScale", Float) = 1.0
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_OcclusionMap ("Occlusion", 2D) = "white" {}
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_EmissionMap ("Emission", 2D) = "black" {}
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_EmissionColor ("Emission Color", Color) = (0,0,0,0)
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}
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SubShader {
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Tags { "RenderType"="Transparent" "Queue"="Transparent" }
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LOD 200
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CGPROGRAM
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// Physically based StandardSpecular lighting model, and enable shadows on all light types
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#pragma surface surf StandardSpecular fullforwardshadows alpha:fade
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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sampler2D _MainTex;
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sampler2D _SpecGlossMap;
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sampler2D _BumpMap;
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sampler2D _OcclusionMap;
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sampler2D _EmissionMap;
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struct Input {
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float2 uv_MainTex;
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float2 uv_BumpMap;
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float2 uv_SpecGlossMap;
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float2 uv_OcclusionMap;
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float2 uv_EmissionMap;
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float4 color : COLOR;
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};
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half _GlossyReflections;
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half _BumpScale;
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fixed4 _Color;
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fixed4 _EmissionColor;
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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void surf (Input IN, inout SurfaceOutputStandardSpecular o) {
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// Albedo comes from a texture tinted by color
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb * IN.color;
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o.Alpha = c.a;
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// Specular / roughness
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fixed4 s = tex2D (_SpecGlossMap, IN.uv_SpecGlossMap);
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o.Specular = s.rgb * _SpecColor;
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o.Smoothness = s.a * _GlossyReflections;
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// Normal comes from a bump map
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o.Normal = UnpackScaleNormal (tex2D (_BumpMap, IN.uv_BumpMap), _BumpScale);
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// Ambient Occlusion comes from red channel
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o.Occlusion = tex2D (_OcclusionMap, IN.uv_OcclusionMap).r;
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// Emission comes from a texture tinted by color
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o.Emission = tex2D (_EmissionMap, IN.uv_EmissionMap) * _EmissionColor;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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