Shader "TOZ/Object/TriProj/World/DiffuseSpec" { Properties { _Color("Main Color", Color) = (1, 1, 1, 1) _MainTex("Base (RGB)", 2D) = "white" {} _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 } SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Geometry" } LOD 300 CGPROGRAM #pragma surface surf BlinnPhong vertex:vert fixed4 _Color; sampler2D _MainTex; 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.Alpha = col.a * _Color.a; o.Specular = _Shininess; } ENDCG } FallBack "Legacy Shaders/Specular" }