Shader "Legacy Shaders/Self-Illumin/Parallax 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 _Parallax ("Height", Range (0.005, 0.08)) = 0.02 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _Illum ("Illumin (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _ParallaxMap ("Heightmap (A)", 2D) = "black" {} _Emission ("Emission (Lightmapper)", Float) = 1.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 600 CGPROGRAM #pragma surface surf BlinnPhong #pragma target 3.0 sampler2D _MainTex; sampler2D _BumpMap; sampler2D _ParallaxMap; sampler2D _Illum; fixed4 _Color; float _Parallax; half _Shininess; fixed _Emission; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float2 uv_Illum; float3 viewDir; }; void surf (Input IN, inout SurfaceOutput o) { half h = tex2D (_ParallaxMap, IN.uv_BumpMap).w; float2 offset = ParallaxOffset (h, _Parallax, IN.viewDir); IN.uv_MainTex += offset; IN.uv_BumpMap += offset; IN.uv_Illum += offset; fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); fixed4 c = tex * _Color; o.Albedo = c.rgb; o.Gloss = tex.a; o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a; #if defined (UNITY_PASS_META) o.Emission *= _Emission.rrr; #endif o.Specular = _Shininess; o.Alpha = c.a; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Legacy Shaders/Self-Illumin/Bumped Specular" CustomEditor "LegacyIlluminShaderGUI" }