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标题: Bumped SpecularColour [打印本页]

作者: 会飞的鱼    时间: 2012-6-26 15:08
标题: Bumped SpecularColour
代码:

Shader "Bumped SpecularColour" {

Properties {

        _Color ("Main Color", Color) = (1,1,1,1)

        _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)

        _Shininess ("Shininess", Range (0.03, 1)) = 0.078125

        _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}

        _BumpMap ("Normalmap", 2D) = "bump" {}

        

        _SpecTex ("Spec (RGB)", 2D) = "white" {}

}

SubShader {

        Tags { "RenderType"="Opaque" }

        LOD 400

        

CGPROGRAM

#pragma surface surf BlinnPhong
sampler2D _MainTex;

sampler2D _BumpMap;

sampler2D _SpecTex;

float4 _Color;

float _Shininess;
s***ct Input {

        float2 uv_MainTex;

        float2 uv_BumpMap;

};
void surf (Input IN, inout SurfaceOutput o) {

        half4 tex = tex2D(_MainTex, IN.uv_MainTex);

        half4 spectex = tex2D(_SpecTex, IN.uv_MainTex);

        _SpecColor = spectex;

        

        o.Albedo = tex.rgb * _Color.rgb;

        o.Gloss = tex.a;

        o.Alpha = tex.a * _Color.a;

        o.Specular = _Shininess;

        o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));

}

ENDCG

}
FallBack "Specular"

}




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