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利用镜面反射让游戏闪耀起来 - 利用Unity3D内置的高光模型

2017-11-29 11:47 441 查看
Shader "BlinnPhong"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_MainTint("MainTint", Color) = (1, 1, 1, 1)
_SpecPower("SpecPower", Range(0, 1)) = 0.5
}

SubShader
{
Tags
{
"RenderType" = "Opaque"
}

LOD 200

CGPROGRAM

#pragma surface surf BlinnPhong

sampler2D _MainTex;
float4 _MainTint;
float _SpecPower;

struct Input
{
float2 uv_MainTex;
};

void surf(Input IN, inout SurfaceOutput o)
{
half4 c = tex2D(_MainTex, IN.uv_MainTex) * _MainTint;

o.Specular = _SpecPower;
o.Gloss = 1.0;

o.Albedo = c.rgb;
o.Alpha = c.a;

}
ENDCG
}
}
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