Shader "MK/Glow/Selective/Legacy/Illumin/Glossy" {
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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 (0.01, 1)) = 0.078125
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_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
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_Illum ("Illumin (A)", 2D) = "white" {}
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_EmissionLM ("Emission (Lightmapper)", Float) = 0
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_MKGlowColor ("Glow Color", Color) = (1,1,1,1)
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_MKGlowPower ("Glow Power", Range(0.0,5.0)) = 2.5
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_MKGlowTex ("Glow Texture", 2D) = "white" {}
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_MKGlowTexColor ("Glow Texture Color", Color) = (1,1,1,1)
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_MKGlowTexStrength ("Glow Texture Strength ", Range(0.0,10.0)) = 1.0
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}
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SubShader {
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Tags { "RenderType"="MKGlowLegacy" }
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LOD 300
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CGPROGRAM
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#pragma surface surf BlinnPhong
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#pragma target 2.0
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sampler2D _MainTex;
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sampler2D _Illum;
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fixed4 _Color;
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half _Shininess;
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fixed _Emission;
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sampler2D _MKGlowTex;
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half _MKGlowTexStrength;
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fixed4 _MKGlowTexColor;
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struct Input {
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float2 uv_MainTex;
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float2 uv_Illum;
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float2 uv_MKGlowTex;
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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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fixed4 c = tex * _Color;
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fixed3 d = tex2D(_MKGlowTex, IN.uv_MKGlowTex) * _MKGlowTexColor;
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c.rgb += (d.rgb * _MKGlowTexStrength);
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o.Albedo = c.rgb;
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o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a;
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#if defined (UNITY_PASS_META)
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o.Emission *= _Emission.rrr;
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#endif
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o.Gloss = tex.a;
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o.Alpha = c.a;
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o.Specular = _Shininess;
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}
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ENDCG
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}
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FallBack "Legacy Shaders/Self-Illumin/Diffuse"
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CustomEditor "LegacyIlluminShaderGUI"
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}
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