Shader "Legacy Shaders/Reflective/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) _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _Cube ("Reflection Cubemap", Cube) = "_Skybox" {} } SubShader { LOD 300 Tags { "RenderType"="Opaque" } CGPROGRAM #pragma surface surf BlinnPhong sampler2D _MainTex; samplerCUBE _Cube; fixed4 _Color; fixed4 _ReflectColor; half _Shininess; struct Input { float2 uv_MainTex; float3 worldRefl; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); fixed4 c = tex * _Color; o.Albedo = c.rgb; o.Gloss = tex.a; o.Specular = _Shininess; fixed4 reflcol = texCUBE (_Cube, IN.worldRefl); reflcol *= tex.a; o.Emission = reflcol.rgb * _ReflectColor.rgb; o.Alpha = reflcol.a * _ReflectColor.a; } ENDCG } FallBack "Legacy Shaders/Reflective/VertexLit" }