// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "MY/Mount Specular Alpha" { Properties{ _Color("Main Color", Color) = (1,1,1,1) [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) = "" {} _SpecTex("SpecTex", 2D) = "white" {} _Cutoff("Alpha cutoff", Range(0,1)) = 0.5 } SubShader{ Tags { "RenderType" = "Opaque" } LOD 400 CGPROGRAM #pragma surface surf SimpleSpecular alphatest:_Cutoff finalcolor:mycolor exclude_path:deferred exclude_path:prepass nometa nolightmap nofog keepalpha noforwardadd #pragma target 3.0 sampler2D _MainTex; sampler2D _SpecTex; samplerCUBE _Cube; fixed4 _Color; fixed4 _ReflectColor; half _Shininess; struct Input { float2 uv_MainTex; float2 uv_SpecTex; float3 worldRefl; INTERNAL_DATA }; struct SurfaceOutput1 { fixed3 Albedo; // diffuse color fixed3 Normal; // tangent space normal, if written fixed3 Emission; // half3 Specular; // specular power in 0..1 range fixed Gloss; // specular intensity fixed Unlit; fixed Alpha; // alpha for transparencies }; half4 LightingSimpleSpecular(SurfaceOutput1 s, half3 lightDir, half3 viewDir, half atten) { half3 h = normalize(lightDir + viewDir); half diff = max(0, dot(s.Normal, lightDir)); float nh = max(0, dot(s.Normal, h)); float spec = pow(nh, s.Specular*128.0) * s.Gloss; half4 c; c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec)* atten; c.rgb = lerp(c.rgb, s.Albedo, s.Unlit); c.a = s.Alpha; return c; } void mycolor(Input IN, SurfaceOutput1 o, inout fixed4 color) { } void surf(Input IN, inout SurfaceOutput1 o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); fixed4 c = tex * _Color; o.Albedo = c.rgb; o.Gloss = tex.a; o.Specular = _Shininess; fixed4 spec = tex2D(_SpecTex, IN.uv_SpecTex); o.Unlit = 1 - spec.r; fixed4 reflcol = texCUBE(_Cube, IN.worldRefl); reflcol *= spec.r; o.Emission = reflcol.rgb * _ReflectColor.rgb * _ReflectColor.a * 5.0; o.Alpha = tex.a; } ENDCG } FallBack "Transparent/Cutout/Diffuse" }