Shader "Custom/MirrorBumpMap"
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{
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Properties
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{
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_MainTex ("Emissive Texture", 2D) = "black" {}
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_DetailTex ("Detail Texture", 2D) = "white" {}
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_BumpMap ("Bump Map Texture", 2D) = "bumpmap" {}
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_Color ("Detail Tint Color", Color) = (1,1,1,1)
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_SpecColor ("Specular Color", Color) = (1,1,1,1)
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_SpecularArea ("Specular Area", Range (0, 0.99)) = 0.1
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_SpecularIntensity ("Specular Intensity", Range (0, 1)) = 0.75
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_ReflectionColor ("Reflection Tint Color", Color) = (1,1,1,1)
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}
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SubShader
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{
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Tags { "RenderType"="Opaque"}
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LOD 300
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CGPROGRAM
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#pragma surface surf BlinnPhong
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#pragma multi_compile __ MIRROR_RECURSION
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#include "UnityCG.cginc"
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fixed4 _Color;
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fixed4 _ReflectionColor;
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half _SpecularArea;
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half _SpecularIntensity;
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sampler2D _MainTex;
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sampler2D _DetailTex;
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sampler2D _BumpMap;
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struct Input
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{
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float2 uv_DetailTex;
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float2 uv_BumpMap;
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float4 screenPos;
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};
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void surf (Input IN, inout SurfaceOutput o)
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{
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fixed4 detail = tex2D(_DetailTex, IN.uv_DetailTex);
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#if MIRROR_RECURSION
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fixed4 refl = tex2D(_MainTex, IN.uv_DetailTex);
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#else
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IN.screenPos.w = max(0.001, IN.screenPos.w);
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fixed4 refl = tex2Dproj(_MainTex, UNITY_PROJ_COORD(IN.screenPos));
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#endif
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o.Albedo = detail.rgb * _Color.rgb;
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o.Alpha = 1;
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o.Specular = 1.0f - _SpecularArea;
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o.Gloss = _SpecularIntensity;
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o.Emission = refl.rgb * _ReflectionColor.rgb;
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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 "Reflective/Specular"
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}
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