Shader "Legacy Shaders/Reflective/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 _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5) _Parallax ("Height", Range (0.005, 0.08)) = 0.02 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" { } _Cube ("Reflection Cubemap", Cube) = "_Skybox" {} _BumpMap ("Normalmap", 2D) = "bump" { } _ParallaxMap ("Heightmap (A)", 2D) = "black" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 600 CGPROGRAM #pragma surface surf BlinnPhong #pragma target 3.0 sampler2D _MainTex; sampler2D _BumpMap; samplerCUBE _Cube; sampler2D _ParallaxMap; fixed4 _Color; fixed4 _ReflectColor; half _Shininess; float _Parallax; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float3 worldRefl; float3 viewDir; INTERNAL_DATA }; 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; fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); float3 worldRefl = WorldReflectionVector (IN, o.Normal); fixed4 reflcol = texCUBE (_Cube, worldRefl); reflcol *= tex.a; o.Emission = reflcol.rgb * _ReflectColor.rgb; o.Alpha = reflcol.a * _ReflectColor.a; } ENDCG } FallBack "Legacy Shaders/Reflective/Bumped Specular" }