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64 lines
1.4 KiB
64 lines
1.4 KiB
Shader "Tessellation/Bumped Specular (smooth)" { |
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Properties { |
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_Color ("Main Color", Color) = (1,1,1,1) |
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_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) |
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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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_BumpMap ("Normalmap", 2D) = "bump" {} |
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_EdgeLength ("Edge length", Range(3,50)) = 10 |
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_Smoothness ("Smoothness", Range(0,1)) = 0.5 |
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} |
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SubShader { |
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Tags { "RenderType"="Opaque" } |
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LOD 700 |
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CGPROGRAM |
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#pragma surface surf BlinnPhong addshadow vertex:disp tessellate:tessEdge tessphong:_Smoothness |
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#include "Tessellation.cginc" |
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struct appdata { |
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float4 vertex : POSITION; |
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float4 tangent : TANGENT; |
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float3 normal : NORMAL; |
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float2 texcoord : TEXCOORD0; |
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float2 texcoord1 : TEXCOORD1; |
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float2 texcoord2 : TEXCOORD2; |
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}; |
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float _EdgeLength; |
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float _Smoothness; |
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float4 tessEdge (appdata v0, appdata v1, appdata v2) |
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{ |
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return UnityEdgeLengthBasedTessCull (v0.vertex, v1.vertex, v2.vertex, _EdgeLength, 0.0); |
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} |
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void disp (inout appdata v) |
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{ |
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// do nothing |
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} |
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sampler2D _MainTex; |
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sampler2D _BumpMap; |
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fixed4 _Color; |
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half _Shininess; |
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struct Input { |
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float2 uv_MainTex; |
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float2 uv_BumpMap; |
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}; |
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void surf (Input IN, inout SurfaceOutput o) { |
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fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); |
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o.Albedo = tex.rgb * _Color.rgb; |
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o.Gloss = tex.a; |
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o.Alpha = tex.a * _Color.a; |
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o.Specular = _Shininess; |
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o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); |
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} |
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ENDCG |
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} |
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FallBack "Bumped Specular" |
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}
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