// 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 { _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} [NoScaleOffset] _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 250 CGPROGRAM #pragma surface surf MobileBlinnPhong exclude_path:prepass nolightmap noforwardadd halfasview interpolateview inline fixed4 LightingMobileBlinnPhong (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 + _LightColor0.rgb * spec) * atten; UNITY_OPAQUE_ALPHA(c.a); return c; } sampler2D _MainTex; sampler2D _BumpMap; half _Shininess; struct Input { float2 uv_MainTex; float4 color : COLOR; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * IN.color; o.Gloss = tex.a; o.Alpha = tex.a; o.Specular = _Shininess; o.Normal = UnpackNormal (tex2D(_BumpMap, IN.uv_MainTex)); } ENDCG } FallBack "Mobile/VertexLit" }