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