53 lines
1.5 KiB
Plaintext
53 lines
1.5 KiB
Plaintext
Shader "TOZ/Object/TriProj/World/DiffuseSpec" {
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Properties {
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_Color("Main Color", Color) = (1, 1, 1, 1)
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_MainTex("Base (RGB)", 2D) = "white" {}
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_SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
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_Shininess("Shininess", Range(0.01, 1)) = 0.078125
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_Blend("Blending", Range (0.01, 0.4)) = 0.2
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}
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SubShader {
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Tags { "RenderType" = "Opaque" "Queue" = "Geometry" }
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LOD 300
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CGPROGRAM
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#pragma surface surf BlinnPhong vertex:vert
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fixed4 _Color;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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half _Shininess;
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fixed _Blend;
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struct Input {
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float3 weight : TEXCOORD0;
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float3 worldPos;
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};
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void vert(inout appdata_full v, out Input o) {
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UNITY_INITIALIZE_OUTPUT(Input, o);
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fixed3 n = max(abs(v.normal) - _Blend, 0);
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o.weight = n / (n.x + n.y + n.z).xxx;
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}
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void surf(Input IN, inout SurfaceOutput o) {
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//Unity 5 texture interpolators already fill in limits, and no room for packing
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//So we do the uvs per pixel :(
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float2 uvx = (IN.worldPos.yz - _MainTex_ST.zw) * _MainTex_ST.xy;
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float2 uvy = (IN.worldPos.xz - _MainTex_ST.zw) * _MainTex_ST.xy;
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float2 uvz = (IN.worldPos.xy - _MainTex_ST.zw) * _MainTex_ST.xy;
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fixed4 cz = tex2D(_MainTex, uvx) * IN.weight.xxxx;
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fixed4 cy = tex2D(_MainTex, uvy) * IN.weight.yyyy;
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fixed4 cx = tex2D(_MainTex, uvz) * IN.weight.zzzz;
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fixed4 col = (cz + cy + cx);
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o.Albedo = col.rgb * _Color.rgb;
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o.Gloss = col.a;
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o.Alpha = col.a * _Color.a;
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o.Specular = _Shininess;
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}
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ENDCG
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}
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FallBack "Legacy Shaders/Specular"
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} |