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- Shader "Hog's shaders/BumpSpec_Twoside2" {
- Properties{
- _Color("Main Color", Color) = (1,1,1,1)
- _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" {}
- _BumpMap("Normalmap", 2D) = "bump" {}
- _BackColor("Back Main Color", Color) = (1,1,1,1)
- _BackMainTex("Back Base (RGB) Gloss (A)", 2D) = "white" {}
- }
- SubShader{
- Tags { "RenderType" = "Opaque" }
- LOD 400
- Cull back
- CGPROGRAM
- #pragma surface surf BlinnPhong
- sampler2D _MainTex;
- sampler2D _BumpMap;
- fixed4 _Color;
- half _Shininess;
- struct Input {
- float2 uv_MainTex;
- float2 uv_BumpMap;
- };
- void surf(Input IN, inout SurfaceOutput o) {
- fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
- o.Albedo = tex.rgb * _Color.rgb;
- o.Gloss = tex.a;
- o.Alpha = tex.a * _Color.a;
- o.Specular = _Shininess;
- o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
- }
- ENDCG
- Cull front
- CGPROGRAM
- #pragma surface surf Lambert
- sampler2D _BackMainTex;
- fixed4 _BackColor;
- struct Input {
- float2 uv_BackMainTex;
- };
- void surf(Input IN, inout SurfaceOutput o) {
- fixed4 c = tex2D(_BackMainTex, IN.uv_BackMainTex) * _BackColor;
- o.Albedo = c.rgb;
- o.Alpha = c.a;
- }
- ENDCG
- }
- FallBack "Specular"
- }
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