RoadRunner/Assets/RoadArchitect/Shaders/ShoulderDirtDX11.shader
2024-11-19 11:48:21 +01:00

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