Shader "Custom/ArmorShader" { Properties { _Color ("Color", Color) = (1,1,1,1) _SpeColor ("Specular Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} //_SpecInt ("Specular intensity", Range(0,2) ) = 0.5 //_SpecSat ("Specular saturation", Range(0,1) ) = 1.0 _Glossiness ("Smoothness", Range(0,1)) = 0.5 ////_Shift ("shift", float) = 0.05 _Offset ("Offset", Range(0,0.5)) = 0.0 _Contrast ("Contrast", float) = 0.5 [MaterialToggle] _showSpecMap("show spec map", Float) = 0 //_SpecuColor ("Specular Color", Color) = (0,1,0,1) } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf StandardSpecular fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; //float4 _SpecuColor; float _SpecInt; fixed4 _Color; fixed4 _SpeColor; float _Offset; float _Contrast; float _Shift; float _SpecSat; float _showSpecMap; //fixed3 Albedo; // diffuse color //fixed3 Specular; // specular color //fixed3 Normal; // tangent space normal, if written //half3 Emission; //half Smoothness; // 0=rough, 1=smooth //half Occlusion; // occlusion (default 1) // fixed Alpha; // alpha for transparencies float3 rgbTohsv(float3 RGB) { float3 HSV; float minChannel, maxChannel; if (RGB.x > RGB.y) { maxChannel = RGB.x; minChannel = RGB.y; } else { maxChannel = RGB.y; minChannel = RGB.x; } if (RGB.z > maxChannel) maxChannel = RGB.z; if (RGB.z < minChannel) minChannel = RGB.z; HSV.xy = 0; HSV.z = maxChannel; float delta = maxChannel - minChannel; //Delta RGB value if (delta != 0) { // If gray, leave H S at zero HSV.y = delta / HSV.z; float3 delRGB; delRGB = (HSV.zzz - RGB + 3*delta) / (6.0*delta); if ( RGB.x == HSV.z ) HSV.x = delRGB.z - delRGB.y; else if ( RGB.y == HSV.z ) HSV.x = ( 1.0/3.0) + delRGB.x - delRGB.z; else if ( RGB.z == HSV.z ) HSV.x = ( 2.0/3.0) + delRGB.y - delRGB.x; } return (HSV); } float3 hsvTorgb(float3 HSV) { float3 RGB = HSV.z; float var_h = HSV.x * 6; float var_i = floor(var_h); // Or ... var_i = floor( var_h ) float var_1 = HSV.z * (1.0 - HSV.y); float var_2 = HSV.z * (1.0 - HSV.y * (var_h-var_i)); float var_3 = HSV.z * (1.0 - HSV.y * (1-(var_h-var_i))); if (var_i == 0) { RGB = float3(HSV.z, var_3, var_1); } else if (var_i == 1) { RGB = float3(var_2, HSV.z, var_1); } else if (var_i == 2) { RGB = float3(var_1, HSV.z, var_3); } else if (var_i == 3) { RGB = float3(var_1, var_2, HSV.z); } else if (var_i == 4) { RGB = float3(var_3, var_1, HSV.z); } else { RGB = float3(HSV.z, var_1, var_2); } return (RGB); } void surf (Input IN, inout SurfaceOutputStandardSpecular o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; float lum = Luminance(c.rgb) + _Offset; //contrast lum = clamp( ((lum - 0.5f) * max(_Contrast, 0)) + 0.5f , 0.0, 1.0 ); float3 scolHSV = rgbTohsv(_SpeColor.rgb); float3 colHSV = rgbTohsv(c.rgb); //scolHSV.z = _SpecInt; //scolHSV.x += _Shift; scolHSV.y = colHSV.y; if( _showSpecMap == 1 ) { o.Albedo = float4(lum, lum, lum, c.a); o.Specular = float3(0,0,0); o.Smoothness = 0; } else { o.Albedo = c.rgb; o.Specular = hsvTorgb(scolHSV); o.Specular *= lum; o.Smoothness = _Glossiness; } o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }