BumpedSpecularDisplacement.shader 1.6 KB

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  1. Shader "Tessellation/Bumped Specular (displacement)" {
  2. Properties {
  3. _Color ("Main Color", Color) = (1,1,1,1)
  4. _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
  5. _Shininess ("Shininess", Range (0.03, 1)) = 0.078125
  6. _Parallax ("Height", Range (0.0, 1.0)) = 0.5
  7. _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
  8. _BumpMap ("Normalmap", 2D) = "bump" {}
  9. _ParallaxMap ("Heightmap (A)", 2D) = "black" {}
  10. _EdgeLength ("Edge length", Range(3,50)) = 10
  11. }
  12. SubShader {
  13. Tags { "RenderType"="Opaque" }
  14. LOD 800
  15. CGPROGRAM
  16. #pragma surface surf BlinnPhong addshadow vertex:disp tessellate:tessEdge
  17. #include "Tessellation.cginc"
  18. struct appdata {
  19. float4 vertex : POSITION;
  20. float4 tangent : TANGENT;
  21. float3 normal : NORMAL;
  22. float2 texcoord : TEXCOORD0;
  23. float2 texcoord1 : TEXCOORD1;
  24. float2 texcoord2 : TEXCOORD2;
  25. };
  26. float _EdgeLength;
  27. float _Parallax;
  28. float4 tessEdge (appdata v0, appdata v1, appdata v2)
  29. {
  30. return UnityEdgeLengthBasedTessCull (v0.vertex, v1.vertex, v2.vertex, _EdgeLength, _Parallax * 1.5f);
  31. }
  32. sampler2D _ParallaxMap;
  33. void disp (inout appdata v)
  34. {
  35. float d = tex2Dlod(_ParallaxMap, float4(v.texcoord.xy,0,0)).a * _Parallax;
  36. v.vertex.xyz += v.normal * d;
  37. }
  38. sampler2D _MainTex;
  39. sampler2D _BumpMap;
  40. fixed4 _Color;
  41. half _Shininess;
  42. struct Input {
  43. float2 uv_MainTex;
  44. float2 uv_BumpMap;
  45. };
  46. void surf (Input IN, inout SurfaceOutput o) {
  47. fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
  48. o.Albedo = tex.rgb * _Color.rgb;
  49. o.Gloss = tex.a;
  50. o.Alpha = tex.a * _Color.a;
  51. o.Specular = _Shininess;
  52. o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
  53. }
  54. ENDCG
  55. }
  56. FallBack "Bumped Specular"
  57. }