Shader "Hidden/TerrainEngine/Splatmap/Specular-Base" { Properties { _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} // used in fallback on old cards _Color ("Main Color", Color) = (1,1,1,1) } SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Geometry-100" } LOD 200 CGPROGRAM #pragma surface surf BlinnPhong sampler2D _MainTex; half _Shininess; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb; o.Gloss = tex.a; o.Alpha = 1.0f; o.Specular = _Shininess; } ENDCG } FallBack "Legacy Shaders/Specular" }