Shader "CustomBlinnPhong"
{
Properties
{
_MainTex("MianTex", 2D) = "white" {}
_MainTint("MainTint", Color) = (1, 1, 1, 1)
_SpecularColor("SpecularColor", Color) = (1, 1, 1, 1)
_SpecPower("SpecPower", Range(0, 30)) = 1
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
}
LOD 200
CGPROGRAM
#pragma surface surf CustomBlinnPhong
sampler2D _MainTex;
float4 _MainTint;
float4 _SpecularColor;
float _SpecPower;
inline half4 LightingCustomBlinnPhong(SurfaceOutput s, fixed3 lightDir, fixed3 viewDir, fixed atten)
{
float3 halfVector = normalize(lightDir + viewDir);
float diff = max(0, dot(s.Normal, lightDir));
float nh = max(0, dot(s.Normal, halfVector));
float spec = pow(nh, _SpecPower) * _SpecularColor;
float4 c;
c.rgb = (s.Albedo * diff * _LightColor0.rgb) + (_SpecularColor.rgb * spec * _LightColor0) * (atten * 2);
c.a = s.Alpha;
return c;
}
struct Input
{
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _MainTint;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
}