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2026-06-29 21:52:59 +02:00

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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"
}