Shader "MashTextureShader"{
Properties{
_Color("ColorTint",Color) = (1,1,1,1)
_MainTex("NormalMap",2D) = "white"{}
_BumpMap("BumpMap",2D) = "bump"{}
_BumpScale("BumpScale",Float) = 1.0
_SpecularMask("SpecularMask",2D) = "white"{}
_SpecularScale("SpecularScale",Float) = 1.0
_Specular("Specular",Color) = (1,1,1,1)
_Gloss("Gloss",Range(8.0,256)) = 20
}
SubShader{
Pass{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;
float _BumpScale;
sampler2D _SpecularMask;
float _SpecularScale;
fixed4 _Specular;
float _Gloss;
struct a2v{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord : TEXCOORD0;
};
struct v2f{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 lightDir : TEXCOORD1;
float3 viewDir : TEXCOORD2;
};
v2f vert(a2v v){
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
TANGENT_SPACE_ROTATION;
o.lightDir = mul(rotation,ObjSpaceLightDir(v.vertex)).xyz;
o.viewDir = mul(rotation,ObjSpaceViewDir(v.vertex)).xyz;
return o;
}
fixed4 frag(v2f i):SV_Target{
fixed3 tangentLightDir = normalize(i.lightDir);
fixed3 tangentViewDir = normalize(i.viewDir);
fixed3 tangentNormal = UnpackNormal(tex2D(_BumpMap,i.uv));
tangentNormal.xy*=_BumpScale;
tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy,tangentNormal.xy)));
fixed3 albedo = tex2D(_MainTex,i.uv).rgb*_Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz*albedo;
fixed3 diffuse = _LightColor0.rgb*albedo*max(0,dot(tangentNormal,tangentLightDir));
fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
fixed specularMask = tex2D(_SpecularMask,i.uv).r * _SpecularScale;
fixed3 specular = _LightColor0.rgb*_Specular.rgb*pow(max(0,dot(tangentNormal,halfDir)),_Gloss)*specularMask;
return fixed4(ambient+diffuse+specular,1.0);
}
ENDCG
}
}
Fallback "Specular"
}