Shader "Self-Illumin/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
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
_Illum ("Illumin (A)", 2D) = "white" {}
_EmissionLM ("Emission (Lightmapper)", Float) = 0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 300
CGPROGRAM
#pragma surface surf BlinnPhong
sampler2D _MainTex;
sampler2D _Illum;
fixed4 _Color;
half _Shininess;
struct Input {
float2 uv_MainTex;
float2 uv_Illum;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
fixed4 c = tex * _Color;
o.Albedo = c.rgb;
o.Emission = c.rgb * UNITY_SAMPLE_1CHANNEL(_Illum, IN.uv_Illum);
o.Gloss = tex.a;
o.Alpha = c.a;
o.Specular = _Shininess;
}
ENDCG
}
FallBack "Self-Illumin/Diffuse"
}
最終更新:2013年02月03日 11:11