73 lines
1.8 KiB
Plaintext
73 lines
1.8 KiB
Plaintext
Shader "HQ FPS Weapons/Standard Crossfade (Specular)"
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{
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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_Cutoff ("Cutoff", Range(0,1)) = 0.5
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_MainTex ("Albedo", 2D) = "white" {}
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_BumpMap ("Normal Map", 2D) = "bump" {}
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_Specular ("Specular", 2D) = "black" {}
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_Occlusion("Occlusion", 2D) = "white" {}
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[HideInInspector] _FlatMap ("Flat Normal Map", 2D) = "bump" {}
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_BumpIntensity ("Normal Intensity", Range(0,1)) = 1
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_Glossiness ("Smoothness", Range(0.0, 1.0)) = 0.5
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}
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SubShader
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{
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Tags
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{ "RenderType"="Opaque"
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"IgnoreProjector"="True"
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"RenderType"="Grass"
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// "DisableBatching"="True"
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}
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LOD 300
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//Cull off
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CGPROGRAM
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma surface surf StandardSpecular alphatest:_Cutoff
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#pragma target 3.0
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sampler2D _MainTex;
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sampler2D _BumpMap;
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sampler2D _FlatMap;
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sampler2D _Specular;
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sampler2D _Occlusion;
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struct Input
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{
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float4 screenPos;
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float2 uv_MainTex;
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float2 uv_BumpMap;
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float2 uv_Specular;
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float2 uv_Occlusion;
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};
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half _BumpIntensity;
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half _Glossiness;
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fixed4 _Color;
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void surf (Input IN, inout SurfaceOutputStandardSpecular o)
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{
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#ifdef LOD_FADE_CROSSFADE
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float2 vpos = IN.screenPos.xy / IN.screenPos.w * _ScreenParams.xy;
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UnityApplyDitherCrossFade(vpos);
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#endif
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fixed4 tex = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = tex.rgb;
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fixed3 normal1 = UnpackNormal(tex2D(_FlatMap, IN.uv_BumpMap));
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fixed3 normal2 = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
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o.Normal = lerp(normal1, normal2, _BumpIntensity);
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o.Smoothness = tex2D(_Specular, IN.uv_Specular).a * _Glossiness;
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o.Specular = tex2D(_Specular, IN.uv_MainTex).rgb;
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o.Alpha = tex.a;
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o.Occlusion = tex2D(_Occlusion, IN.uv_Occlusion).g;
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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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