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- Shader "T4MShaders/ShaderModel2/Specular/T4M 4 Textures Spec" {
- Properties {
- _SpecColor ("Specular Color", Color) = (1, 1, 1, 1)
- _ShininessL0 ("Layer1Shininess", Range (0.03, 1)) = 0.078125
- _Splat0 ("Layer 1", 2D) = "white" {}
- _ShininessL1 ("Layer2Shininess", Range (0.03, 1)) = 0.078125
- _Splat1 ("Layer 2", 2D) = "white" {}
- _ShininessL2 ("Layer3Shininess", Range (0.03, 1)) = 0.078125
- _Splat2 ("Layer 3", 2D) = "white" {}
- _ShininessL3 ("Layer4Shininess", Range (0.03, 1)) = 0.078125
- _Splat3 ("Layer 4", 2D) = "white" {}
- _Control ("Control (RGBA)", 2D) = "white" {}
- _MainTex ("Never Used", 2D) = "white" {}
- }
-
- SubShader {
- Tags {
- "SplatCount" = "4"
- "RenderType" = "Opaque"
- }
- CGPROGRAM
- #pragma surface surf T4MBlinnPhong
- #pragma exclude_renderers xbox360 ps3
- inline fixed4 LightingT4MBlinnPhong (SurfaceOutput s, fixed3 lightDir, fixed3 halfDir, fixed atten)
- {
- fixed diff = max (0, dot (s.Normal, lightDir));
- fixed nh = max (0, dot (s.Normal, halfDir));
- fixed spec = pow (nh, s.Specular*128) * s.Gloss;
-
- fixed4 c;
- c.rgb = (s.Albedo * _LightColor0.rgb * diff + _SpecColor.rgb * spec) * (atten*2);
- c.a = 0.0;
- return c;
- }
- struct Input {
- float2 uv_Control : TEXCOORD0;
- float2 uv_Splat0 : TEXCOORD1;
- float2 uv_Splat1 : TEXCOORD2;
- float2 uv_Splat2 : TEXCOORD3;
- float2 uv_Splat3 : TEXCOORD4;
- };
-
- sampler2D _Control;
- sampler2D _Splat0,_Splat1,_Splat2,_Splat3;
- fixed _ShininessL0;
- fixed _ShininessL1;
- fixed _ShininessL2;
- fixed _ShininessL3;
- void surf (Input IN, inout SurfaceOutput o) {
- fixed4 splat_control = tex2D (_Control, IN.uv_Control).rgba;
-
- fixed4 lay1 = tex2D (_Splat0, IN.uv_Splat0);
- fixed4 lay2 = tex2D (_Splat1, IN.uv_Splat1);
- fixed4 lay3 = tex2D (_Splat2, IN.uv_Splat2);
- fixed4 lay4 = tex2D (_Splat3, IN.uv_Splat3);
- o.Alpha = 0.0;
- o.Albedo.rgb = (lay1 * splat_control.r + lay2 * splat_control.g + lay3 * splat_control.b + lay4 * splat_control.a);
- o.Gloss = (lay1.a * splat_control.r + lay2.a * splat_control.g + lay3.a * splat_control.b + lay4.a * splat_control.a);
- o.Specular = (_ShininessL0 * splat_control.r + _ShininessL1 * splat_control.g + _ShininessL2 * splat_control.b + _ShininessL3 * splat_control.a);
- }
- ENDCG
- }
- //FallBack "Specular"
- }
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