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everellia/SheKnowsWhatYouAreToHerGame/Assets/WorldCreatorBridge/Content/Shaders/Standard/Specular-Base.shader

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// 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"
}