Shader "TOZ/Object/TriProj/World/DiffuseBumpedSpec" { Properties { _Color("Main Color", Color) = (1, 1, 1, 1) _MainTex("Base (RGB)", 2D) = "white" {} _BumpMap("Normalmap", 2D) = "bump" {} _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess("Shininess", Range(0.01, 1)) = 0.078125 _Blend("Blending", Range (0.01, 0.4)) = 0.2 } CGINCLUDE fixed4 _Color; sampler2D _MainTex, _BumpMap; float4 _MainTex_ST; half _Shininess; fixed _Blend; struct Input { float3 weight : TEXCOORD0; float3 worldPos; }; void vert(inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input, o); fixed3 n = max(abs(v.normal) - _Blend, 0); o.weight = n / (n.x + n.y + n.z).xxx; } void surf(Input IN, inout SurfaceOutput o) { //Unity 5 texture interpolators already fill in limits, and no room for packing //So we do the uvs per pixel :( float2 uvx = (IN.worldPos.yz - _MainTex_ST.zw) * _MainTex_ST.xy; float2 uvy = (IN.worldPos.xz - _MainTex_ST.zw) * _MainTex_ST.xy; float2 uvz = (IN.worldPos.xy - _MainTex_ST.zw) * _MainTex_ST.xy; fixed4 cz = tex2D(_MainTex, uvx) * IN.weight.xxxx; fixed4 cy = tex2D(_MainTex, uvy) * IN.weight.yyyy; fixed4 cx = tex2D(_MainTex, uvz) * IN.weight.zzzz; fixed4 col = (cz + cy + cx); o.Albedo = col.rgb * _Color.rgb; o.Gloss = col.a; o.Specular = _Shininess; fixed3 bz = UnpackNormal(tex2D(_BumpMap, uvx)) * IN.weight.xxx; fixed3 by = UnpackNormal(tex2D(_BumpMap, uvy)) * IN.weight.yyy; fixed3 bx = UnpackNormal(tex2D(_BumpMap, uvz)) * IN.weight.zzz; o.Normal = bz + by + bx; o.Alpha = col.a * _Color.a; } ENDCG SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Geometry" } LOD 400 CGPROGRAM #pragma surface surf BlinnPhong vertex:vert #pragma target 3.0 ENDCG } FallBack "Legacy Shaders/Bumped Specular" }