46 lines
1.3 KiB
Plaintext
46 lines
1.3 KiB
Plaintext
Shader "AE/AE_Decal" {
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Properties {
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_Color ("Base_Color", Color) = (1,1,1,1)
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_Base_Color ("Base (RGB) Alpha (A)", 2D) = "white" {}
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_BumpMap ("Normalmap", 2D) = "bump" {}
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_SpecColor("SpecColor", Color) = (1,1,1,1)
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_Specular("Specular", Range(0.01, 1.0)) = 1.0
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}
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SubShader {
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Tags {
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"Queue" = "AlphaTest"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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}
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CGPROGRAM
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#pragma exclude_renderers flash
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#pragma target 3.0
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#pragma surface surf BlinnPhong fullforwardshadows dualforward decal:blend exclude_path:prepass
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sampler2D _Base_Color;
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sampler2D _BumpMap;
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fixed4 _Color;
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float _Specular;
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struct Input {
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float2 uv_Base_Color;
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float2 uv_BumpMap;
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float4 color: Color;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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UNITY_INITIALIZE_OUTPUT (SurfaceOutput, o);
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fixed4 c = tex2D (_Base_Color, IN.uv_Base_Color) * _Color * IN.color;
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o.Albedo = c.rgb;
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o.Alpha = c.a;
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o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
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o.Specular = _Specular;
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}
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ENDCG
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}
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FallBack "Legacy Shaders/Transparent/Diffuse"
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} |