// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) // Simplified Bumped Specular shader. Differences from regular Bumped Specular one: // - no Main Color nor Specular Color // - specular lighting directions are approximated per vertex // - writes zero to alpha channel // - Normalmap uses Tiling/Offset of the Base texture // - no Deferred Lighting support // - no Lightmap support // - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. Shader "VRChat/Mobile/Bumped Mapped Specular" { Properties { _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _SpecColor ("Specular Color", Color) = (1,1,1,1) [NoScaleOffset] _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 250 CGPROGRAM #pragma target 3.0 #pragma surface surf BlinnPhong exclude_path:prepass exclude_path:deferred noforwardadd noshadow nodynlightmap nolppv noshadowmask UNITY_DECLARE_TEX2D(_MainTex); UNITY_DECLARE_TEX2D(_BumpMap); half _Shininess; struct Input { float2 uv_MainTex; float4 color : COLOR; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * IN.color; o.Gloss = tex.a; o.Alpha = 1.0f; o.Specular = _Shininess; o.Normal = UnpackNormal(UNITY_SAMPLE_TEX2D(_BumpMap, IN.uv_MainTex)); } ENDCG } Fallback "VRChat/Mobile/Diffuse" }