51 lines
1.2 KiB
Plaintext
51 lines
1.2 KiB
Plaintext
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Shader "Legacy Shaders/Transparent/Parallax Specular" {
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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, 0)
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_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
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_Parallax ("Height", Range (0.005, 0.08)) = 0.02
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_MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {}
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_BumpMap ("Normalmap", 2D) = "bump" {}
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_ParallaxMap ("Heightmap (A)", 2D) = "black" {}
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}
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SubShader {
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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LOD 600
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CGPROGRAM
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#pragma surface surf BlinnPhong alpha:fade
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#pragma target 3.0
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sampler2D _MainTex;
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sampler2D _BumpMap;
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sampler2D _ParallaxMap;
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fixed4 _Color;
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half _Shininess;
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float _Parallax;
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struct Input {
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float2 uv_MainTex;
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float2 uv_BumpMap;
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float3 viewDir;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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half h = tex2D (_ParallaxMap, IN.uv_BumpMap).w;
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float2 offset = ParallaxOffset (h, _Parallax, IN.viewDir);
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IN.uv_MainTex += offset;
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IN.uv_BumpMap += offset;
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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 "Legacy Shaders/Transparent/Bumped Specular"
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}
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