MWS/Terrain/Assets/Flooded_Grounds/Resources/TreeCreator/TreeCreatorBark.shader
2021-09-16 19:47:54 +02:00

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Shader "Nature/Tree Creator Bark" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_GlossMap ("Gloss (A)", 2D) = "black" {}
// These are here only to provide default values
_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
[HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1)
[HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1)
[HideInInspector] _SquashAmount ("Squash", Float) = 1
}
SubShader {
Tags { "RenderType"="TreeBark" }
LOD 200
CGPROGRAM
#pragma surface surf BlinnPhong vertex:TreeVertBark addshadow nolightmap
#include "UnityBuiltin3xTreeLibrary.cginc"
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _GlossMap;
half _Shininess;
struct Input {
float2 uv_MainTex;
fixed4 color : COLOR;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb * IN.color.rgb * IN.color.a;
o.Gloss = tex2D(_GlossMap, IN.uv_MainTex).a;
o.Alpha = c.a;
o.Specular = _Shininess;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
}
ENDCG
}
Dependency "OptimizedShader" = "Hidden/Nature/Tree Creator Bark Optimized"
FallBack "Diffuse"
}