Shader "TerrainSurface"
{
Properties
{
_Mask ("Mask", 2D) = "black" {}
_MainTex ("Albedo 0", 2D) = "white" {}
_MainTex2 ("Albedo 1", 2D) = "white" {}
_NormalMap ("NormalMap 0", 2D) = "bump" {}
_NormalMap2 ("NormalMap 1", 2D) = "bump" {}
[LM_Specular] [LM_Glossiness] _SpecGlossMap("Specular 0", 2D) = "white" {}
[LM_Specular] [LM_Glossiness] _SpecGlossMap2("Specular 1", 2D) = "white" {}
}
// SM3+
SubShader
{
Tags { "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf StandardSpecular fullforwardshadows addshadow
// until texCubeLOD is solved
#pragma exclude_renderers gles
#pragma target 3.0
struct Input
{
float4 color;
float2 uv_MainTex;
float2 uv_MainTex2;
{
Properties
{
_Mask ("Mask", 2D) = "black" {}
_MainTex ("Albedo 0", 2D) = "white" {}
_MainTex2 ("Albedo 1", 2D) = "white" {}
_NormalMap ("NormalMap 0", 2D) = "bump" {}
_NormalMap2 ("NormalMap 1", 2D) = "bump" {}
[LM_Specular] [LM_Glossiness] _SpecGlossMap("Specular 0", 2D) = "white" {}
[LM_Specular] [LM_Glossiness] _SpecGlossMap2("Specular 1", 2D) = "white" {}
}
// SM3+
SubShader
{
Tags { "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf StandardSpecular fullforwardshadows addshadow
// until texCubeLOD is solved
#pragma exclude_renderers gles
#pragma target 3.0
struct Input
{
float4 color;
float2 uv_MainTex;
float2 uv_MainTex2;