// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "Hidden/TerrainEngine/Splatmap/WCSpecular-Base" { Properties { _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) [PowerSlider(5.0)] _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} // used in fallback on old cards _Color ("Main Color", Color) = (1,1,1,1) _OffsetSize("Offset / Size", Vector) = (0,0,0,0) } SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Geometry-100" } LOD 200 CGPROGRAM #pragma surface surf BlinnPhong vertex:SplatmapVert addshadow fullforwardshadows #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap forwardadd #define TERRAIN_BASE_PASS #define TERRAIN_SURFACE_OUTPUT SurfaceOutput #include "WCTerrainSplatmapCommon.cginc" sampler2D _MainTex; half _Shininess; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.tc.xy); o.Albedo = tex.rgb; o.Gloss = tex.a; o.Alpha = 1.0f; o.Specular = _Shininess; } ENDCG UsePass "Hidden/Nature/Terrain/Utilities/PICKING" UsePass "Hidden/Nature/Terrain/Utilities/SELECTION" } FallBack "Legacy Shaders/Specular" }