Shader "Legacy Shaders/Self-Illumin/Bumped Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _Illum ("Illumin (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _Emission ("Emission (Lightmapper)", Float) = 1.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 400 CGPROGRAM #pragma surface surf BlinnPhong #pragma target 3.0 sampler2D _MainTex; sampler2D _BumpMap; sampler2D _Illum; fixed4 _Color; half _Shininess; fixed _Emission; struct Input { float2 uv_MainTex; float2 uv_Illum; float2 uv_BumpMap; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); fixed4 c = tex * _Color; o.Albedo = c.rgb; o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a; #if defined (UNITY_PASS_META) o.Emission *= _Emission.rrr; #endif o.Gloss = tex.a; o.Alpha = c.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Legacy Shaders/Self-Illumin/Specular" CustomEditor "LegacyIlluminShaderGUI" }