Shader "MK/Glow/Selective/Legacy/Cutout/Glossy" {
|
Properties {
|
_Color ("Main Color", Color) = (1,1,1,1)
|
_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0)
|
_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
|
_MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {}
|
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
|
|
_MKGlowColor ("Glow Color", Color) = (1,1,1,1)
|
_MKGlowPower ("Glow Power", Range(0.0,5.0)) = 2.5
|
_MKGlowTex ("Glow Texture", 2D) = "white" {}
|
_MKGlowTexColor ("Glow Texture Color", Color) = (1,1,1,1)
|
_MKGlowTexStrength ("Glow Texture Strength ", Range(0.0,10.0)) = 1.0
|
}
|
|
SubShader {
|
Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="MKGlowLegacy"}
|
LOD 300
|
|
CGPROGRAM
|
#pragma surface surf BlinnPhong alphatest:_Cutoff
|
#pragma target 2.0
|
|
sampler2D _MainTex;
|
fixed4 _Color;
|
half _Shininess;
|
|
sampler2D _MKGlowTex;
|
half _MKGlowTexStrength;
|
fixed4 _MKGlowTexColor;
|
|
struct Input {
|
float2 uv_MainTex;
|
float2 uv_MKGlowTex;
|
};
|
|
void surf (Input IN, inout SurfaceOutput o) {
|
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
|
fixed3 d = tex2D(_MKGlowTex, IN.uv_MKGlowTex) * _MKGlowTexColor;
|
o.Albedo = tex.rgb * _Color.rgb + (d.rgb * _MKGlowTexStrength);
|
o.Gloss = tex.a;
|
o.Alpha = tex.a * _Color.a;
|
o.Specular = _Shininess;
|
}
|
ENDCG
|
}
|
|
Fallback "Legacy Shaders/Transparent/Cutout/VertexLit"
|
}
|