NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/builtin_shaders-2022.3.17f1/DefaultResourcesExtra/Reflect-BumpVertexLit.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 VertexLit" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Spec Color", Color) = (1,1,1,1)
[PowerSlider(5.0)] _Shininess ("Shininess", Range (0.1, 1)) = 0.7
_ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
_MainTex ("Base (RGB) RefStrength (A)", 2D) = "white" {}
_Cube ("Reflection Cubemap", Cube) = "" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
}
Category {
Tags { "RenderType"="Opaque" }
LOD 250
SubShader {
UsePass "Reflective/Bumped Unlit/BASE"
Pass {
Tags { "LightMode" = "Vertex" }
Blend One One ZWrite Off
Lighting On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct v2f {
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
fixed4 diff : COLOR0;
float4 pos : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
uniform float4 _MainTex_ST;
uniform float4 _Color;
v2f vert (appdata_base v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
float4 lighting = float4(ShadeVertexLightsFull(v.vertex, v.normal, 4, true),_Color.w);
o.diff = lighting * _Color;
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
uniform sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
fixed4 temp = tex2D (_MainTex, i.uv);
fixed4 c;
c.xyz = (temp.xyz * i.diff.xyz);
c.w = temp.w * i.diff.w;
UNITY_APPLY_FOG_COLOR(i.fogCoord, c, fixed4(0,0,0,0)); // fog towards black due to our blend mode
UNITY_OPAQUE_ALPHA(c.a);
return c;
}
ENDCG
}
}
}
FallBack "Legacy Shaders/Reflective/VertexLit"
}