Shader "Hidden/UVFree/Terrain/StandardSpecular-Base" { Properties { _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1.0) _Smoothness ("Smoothness", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} // used in fallback on old cards _Color ("Main Color", Color) = (1.0,1.0,1.0,1.0) } SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Geometry-100" } LOD 200 CGPROGRAM #pragma surface surf StandardSpecular fullforwardshadows #pragma target 3.0 #pragma exclude_renderers gles #include "UnityPBSLighting.cginc" sampler2D _MainTex; fixed _Smoothness; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutputStandardSpecular o) { half4 c = tex2D (_MainTex, IN.uv_MainTex); o.Albedo = max(fixed3(0.001, 0.001, 0.001),c.rgb); o.Alpha = 1.0; #ifdef _TERRAIN_OVERRIDE_SMOOTHNESS o.Smoothness = _Smoothness; #else o.Smoothness = c.a; #endif o.Specular = _SpecColor; } ENDCG } FallBack "Diffuse" }