65 lines
2.0 KiB
Plaintext
65 lines
2.0 KiB
Plaintext
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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// Simplified Bumped Specular shader. Differences from regular Bumped Specular one:
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// - no Main Color nor Specular Color
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// - specular lighting directions are approximated per vertex
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// - writes zero to alpha channel
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// - Normalmap uses Tiling/Offset of the Base texture
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// - no Deferred Lighting support
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// - no Lightmap support
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// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
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Shader "VRChat/Mobile/Bumped Mapped Specular"
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{
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Properties
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{
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_Shininess ("Shininess", Range (0.03, 1)) = 0.078125
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_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
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[NoScaleOffset] _BumpMap ("Normalmap", 2D) = "bump" {}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 250
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CGPROGRAM
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#pragma surface surf MobileBlinnPhong exclude_path:prepass nolightmap noforwardadd halfasview interpolateview
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inline fixed4 LightingMobileBlinnPhong (SurfaceOutput s, fixed3 lightDir, fixed3 halfDir, fixed atten)
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{
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fixed diff = max (0, dot (s.Normal, lightDir));
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fixed nh = max (0, dot (s.Normal, halfDir));
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fixed spec = pow (nh, s.Specular*128) * s.Gloss;
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fixed4 c;
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c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * atten;
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UNITY_OPAQUE_ALPHA(c.a);
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return c;
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}
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sampler2D _MainTex;
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sampler2D _BumpMap;
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half _Shininess;
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struct Input
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{
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float2 uv_MainTex;
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float4 color : COLOR;
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};
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void surf (Input IN, inout SurfaceOutput o)
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{
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fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
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o.Albedo = tex.rgb * IN.color;
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o.Gloss = tex.a;
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o.Alpha = tex.a;
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o.Specular = _Shininess;
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o.Normal = UnpackNormal (tex2D(_BumpMap, IN.uv_MainTex));
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}
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ENDCG
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}
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FallBack "Mobile/VertexLit"
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}
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