oldschool-P

Shader "Custom/oldschool-P"
{
    Properties
    {
        _Color ("Color",Color) = (1,1,1,1)
        _SpecularPower ("SpecularPower", Range(1,50)) = 1
        _SpecularColor ("SpecularColor",Color) = (1,1,1,1)
    }
  SubShader {
        Tags {
            "RenderType"="Opaque"
        }
        LOD 200
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_instancing
            #include "UnityCG.cginc"
            #pragma multi_compile_fwdbase_fullshadows
            #pragma target 3.0

            uniform float   _SpecularPower;
            uniform float3  _Color;
            uniform float3  _SpecularColor;

         struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float4 posWS : TEXCOORD0;
                float3 nDir : TEXCOORD1;
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.nDir = UnityObjectToWorldNormal(v.normal);
                o.posWS = mul(unity_ObjectToWorld, v.vertex);
                o.pos = UnityObjectToClipPos( v.vertex );
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
                float3 vDir = normalize(_WorldSpaceCameraPos.xyz - i.posWS.xyz);
                float3 nDir = i.nDir;
                float3 vRDir = reflect( -vDir, nDir );
                float3 lDir= normalize(_WorldSpaceLightPos0.xyz);
                float lambert = max(0.0,dot(nDir,lDir)); 
                float Phong = pow(max(0.0,dot(lDir,vRDir)),_SpecularPower);
                fixed3 finalRGB = _Color * lambert + _SpecularColor* Phong;
                return fixed4(finalRGB,1.0);
            }
            
        
        ENDCG
        }
    }
    FallBack "Diffuse"    
}

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