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- Shader "VertexColor Transparent Specular" {
- Properties {
- _Shininess ("Shininess", Range (0.03, 1)) = 0.078125
- _SpecularColor("_SpecularColor", Color) = (1,1,1,0)
- _MainTex ("Base (RGBA)", 2D) = "white" {}
- _GlossColor ("_GlossColor", Color) = (1,1,1,0)
- }
- SubShader {
- Tags { "Queue"="Transparent" }
- ZWrite On
- Alphatest Greater 0
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMask RGB
- LOD 250
- CGPROGRAM
- #pragma surface surf MobileBlinnPhong exclude_path:prepass nolightmap noforwardadd alpha
- half4 _GlossColor;
- half4 _SpecularColor;
- inline fixed4 LightingMobileBlinnPhong (SurfaceOutput s, fixed3 lightDir, fixed3 halfDir, fixed atten)
- {
- fixed diff = max (0, dot (s.Normal, lightDir));
- fixed nh = max (0, dot (s.Normal, halfDir));
- fixed spec = pow (nh, s.Specular*128) * _GlossColor;
- fixed4 c;
- c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec * _SpecularColor.rgb) * (atten*2);
- c.a = 0.0;
- return c;
- }
- sampler2D _MainTex;
- half _Shininess;
- struct Input {
- float2 uv_MainTex;
- float4 color : COLOR;
- };
- void surf (Input IN, inout SurfaceOutput o) {
- fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
- o.Albedo = tex.rgb * IN.color.rgb;
- o.Alpha = IN.color.a;
- o.Specular = _Shininess;
- }
- ENDCG
- }
- FallBack "Mobile/VertexLit"
- }
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