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- Shader "Tessellation/Bumped Specular (displacement)" {
- Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
- _Shininess ("Shininess", Range (0.03, 1)) = 0.078125
- _Parallax ("Height", Range (0.0, 1.0)) = 0.5
- _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
- _BumpMap ("Normalmap", 2D) = "bump" {}
- _ParallaxMap ("Heightmap (A)", 2D) = "black" {}
- _EdgeLength ("Edge length", Range(3,50)) = 10
- }
- SubShader {
- Tags { "RenderType"="Opaque" }
- LOD 800
- CGPROGRAM
- #pragma surface surf BlinnPhong addshadow vertex:disp tessellate:tessEdge
- #include "Tessellation.cginc"
- struct appdata {
- float4 vertex : POSITION;
- float4 tangent : TANGENT;
- float3 normal : NORMAL;
- float2 texcoord : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- };
- float _EdgeLength;
- float _Parallax;
- float4 tessEdge (appdata v0, appdata v1, appdata v2)
- {
- return UnityEdgeLengthBasedTessCull (v0.vertex, v1.vertex, v2.vertex, _EdgeLength, _Parallax * 1.5f);
- }
- sampler2D _ParallaxMap;
- float4 _ParallaxMap_ST;
- void disp (inout appdata v)
- {
- float d = tex2Dlod(_ParallaxMap, float4(v.texcoord.xy * _ParallaxMap_ST,0,0)).a * _Parallax;
- v.vertex.xyz += v.normal * d;
- }
- sampler2D _MainTex;
- sampler2D _BumpMap;
- fixed4 _Color;
- half _Shininess;
- struct Input {
- float2 uv_MainTex;
- float2 uv_BumpMap;
- };
- void surf (Input IN, inout SurfaceOutput o) {
- fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
- o.Albedo = tex.rgb * _Color.rgb;
- o.Gloss = tex.a;
- o.Alpha = tex.a * _Color.a;
- o.Specular = _Shininess;
- o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
- }
- ENDCG
- }
- FallBack "Bumped Specular"
- }
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