NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/builtin_shaders-2022.3.17f1/DefaultResourcesExtra/Reflect-BumpSpec.shader

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Legacy Shaders/Reflective/Bumped Specular" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Specular Color", Color) = (0.5,0.5,0.5,1)
[PowerSlider(5.0)] _Shininess ("Shininess", Range (0.01, 1)) = 0.078125
_ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
_MainTex ("Base (RGB) RefStrGloss (A)", 2D) = "white" {}
_Cube ("Reflection Cubemap", Cube) = "" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 400
CGPROGRAM
#pragma surface surf BlinnPhong
#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
samplerCUBE _Cube;
fixed4 _Color;
fixed4 _ReflectColor;
half _Shininess;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float3 worldRefl;
INTERNAL_DATA
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
fixed4 c = tex * _Color;
o.Albedo = c.rgb;
o.Gloss = tex.a;
o.Specular = _Shininess;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
float3 worldRefl = WorldReflectionVector (IN, o.Normal);
fixed4 reflcol = texCUBE (_Cube, worldRefl);
reflcol *= tex.a;
o.Emission = reflcol.rgb * _ReflectColor.rgb;
o.Alpha = reflcol.a * _ReflectColor.a;
}
ENDCG
}
FallBack "Legacy Shaders/Reflective/Bumped Diffuse"
}