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- Shader "Test Shaders/Specular Shader"{
- Properties{
- _Color("Main Color", Color) = (1.0, 1.0, 1.0)
- }
- SubShader{
- Pass{
- CGPROGRAM
- #pragma vertex vertProg
- #pragma fragment fragProg
- float4 _Color;
- float4 _LightColor0;
- struct vertOut{
- float4 col : COLOR;
- float4 pos : SV_POSITION;
- };
- vertOut vertProg(float4 v : POSITION, float3 nrm : NORMAL) {
- vertOut o;
- float3 normalDir = normalize(mul(float4(nrm, 0.0), _World2Object));
- float3 diffuseLight = _LightColor0.xyz * max(0.0, dot(-normalDir, _WorldSpaceLightPos0.xyz));
- o.col = float4(diffuseLight, 1.0);
- o.pos = mul(UNITY_MATRIX_MVP, v);
- return o;
- }
- float4 fragProg(vertOut v) : COLOR {
- return v.col;
- }
- ENDCG
- }
- }
- }
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