zombie_mp/Assets/HQ FPS Weapons/Shaders/StandardCrossfade (Specular).shader
Sewmina Dilshan 68183e5317 initial
2021-08-23 13:28:33 +05:30

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