avatar/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-BumpedMappedSpecular.shader
2022-09-27 20:47:45 -07:00

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// 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"
}