PBS_MenualSpec.shader
960 Bytes
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
Shader "I_Jemin/Menual Spec" {
Properties {
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_NormalMap("Normal Map",2D) = "black" {}
_GlossMap("Smooth(Gloss) Map",2D) = "black" {}
_SpecColor("Specular Color",Color) = (0,0,0,1)
}
SubShader {
Tags { "RenderType"="Opaque" }
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf StandardSpecular fullforwardshadows
sampler2D _MainTex;
sampler2D _GlossMap;
sampler2D _NormalMap;
float _Smooth;
struct Input {
float2 uv_MainTex;
float2 uv_GlossMap;
float2 uv_NormalMap;
};
void surf (Input IN, inout SurfaceOutputStandardSpecular o) {
o.Normal = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap));
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Smoothness = tex2D(_GlossMap,IN.uv_GlossMap).r;
o.Specular = _SpecColor.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}