Files
2025-05-13 05:18:03 +03:00

44 lines
1.0 KiB
Plaintext

Shader "Custom/DualLayer" {
Properties {
_DiffuseColor ("Diffuse Color", Color) = (1.0,1.0,1.0,1.0)
_SpecColor ("Spec Color", Color) = (1.0,1.0,1.0,1.0)
_MainTex ("DiffuseMap", 2D) = "white" {}
_SpecularMap ("SpecularMap", 2D) = "white" {}
_ReflectionIntensity ("Reflection Intensity", Float) = 0.5
_Shininess ("Specular Shininess", Float) = 0.078125
_Gloss ("Specular Gloss", Float) = 0.078125
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf BlinnPhong
sampler2D _MainTex;
sampler2D _SpecularMap;
float _ReflectionIntensity;
float _Shininess;
float _Gloss;
float4 _DiffuseColor;
struct Input {
float2 uv_MainTex;
float3 worldRefl;
float3 viewDir;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 d = tex2D (_MainTex, IN.uv_MainTex);
half s = tex2D (_SpecularMap, IN.uv_MainTex).a;
o.Albedo = _DiffuseColor.rgb * d.rgb;
o.Alpha = 1;
o.Gloss = _Gloss * s;
o.Specular = _Shininess;
}
ENDCG
}
FallBack "Diffuse"
}