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