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- Shader "Tessellation/Bumped Specular (smooth)" {
- Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
- _Shininess ("Shininess", Range (0.03, 1)) = 0.078125
- _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
- _BumpMap ("Normalmap", 2D) = "bump" {}
- _EdgeLength ("Edge length", Range(3,50)) = 10
- _Smoothness ("Smoothness", Range(0,1)) = 0.5
- }
- SubShader {
- Tags { "RenderType"="Opaque" }
- LOD 700
-
- CGPROGRAM
- #pragma surface surf BlinnPhong addshadow vertex:disp tessellate:tessEdge tessphong:_Smoothness
- #include "Tessellation.cginc"
- struct appdata {
- float4 vertex : POSITION;
- float4 tangent : TANGENT;
- float3 normal : NORMAL;
- float2 texcoord : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- float2 texcoord2 : TEXCOORD2;
- };
- float _EdgeLength;
- float _Smoothness;
- float4 tessEdge (appdata v0, appdata v1, appdata v2)
- {
- return UnityEdgeLengthBasedTessCull (v0.vertex, v1.vertex, v2.vertex, _EdgeLength, 0.0);
- }
- void disp (inout appdata v)
- {
- // do nothing
- }
- 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.Specular = _Shininess;
- o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
- }
- ENDCG
- }
- FallBack "Bumped Specular"
- }
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