50 lines
1.1 KiB
Plaintext
50 lines
1.1 KiB
Plaintext
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Shader "Legacy Shaders/Reflective/Bumped Diffuse" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
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_MainTex ("Base (RGB) RefStrength (A)", 2D) = "white" {}
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_Cube ("Reflection Cubemap", Cube) = "_Skybox" { }
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_BumpMap ("Normalmap", 2D) = "bump" {}
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}
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SubShader {
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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 Lambert
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#pragma exclude_renderers d3d11_9x
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sampler2D _MainTex;
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sampler2D _BumpMap;
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samplerCUBE _Cube;
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fixed4 _Color;
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fixed4 _ReflectColor;
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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 worldRefl;
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INTERNAL_DATA
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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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o.Albedo = c.rgb;
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o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
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float3 worldRefl = WorldReflectionVector (IN, o.Normal);
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fixed4 reflcol = texCUBE (_Cube, worldRefl);
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reflcol *= tex.a;
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o.Emission = reflcol.rgb * _ReflectColor.rgb;
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o.Alpha = reflcol.a * _ReflectColor.a;
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}
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ENDCG
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}
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FallBack "Legacy Shaders/Reflective/VertexLit"
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}
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