38 lines
1.1 KiB
Plaintext
38 lines
1.1 KiB
Plaintext
//Courtesy of http://answers.unity3d.com/questions/306921/add-specular-map-to-shader.html
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Shader "RoadArchitect/DX11/Road Shoulder Shader" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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//_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
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//_Shininess ("Shininess", Range (0, 1)) = 0.078125
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_MainTex ("Base (RGB) N/A (A)", 2D) = "white" {}
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//_BumpMap ("Normalmap", 2D) = "bump" {}
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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//Tags { "Queue" = "Geometry+10" }
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LOD 400
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CGPROGRAM
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#pragma surface surf BlinnPhong
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sampler2D _MainTex;
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//sampler2D _BumpMap;
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fixed4 _Color;
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//half _Shininess;
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struct Input {
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float2 uv_MainTex;
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//float2 uv_BumpMap;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
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o.Albedo = tex.rgb * _Color.rgb;
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//o.Gloss = tex.a;
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o.Alpha = tex.a * _Color.a;
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//o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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