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/************************************************************************************
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Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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See SampleFramework license.txt for license terms. Unless required by applicable law
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or agreed to in writing, the sample code is provided “AS IS” WITHOUT WARRANTIES OR
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CONDITIONS OF ANY KIND, either express or implied. See the license for specific
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language governing permissions and limitations under the license.
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************************************************************************************/
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// does baked lighting + one directional light + reflection probe
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Shader "Oculus Sample/Train Props Shader" {
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Properties {
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[PowerSlider(6.0)] _Shininess("Shininess", Range(0.02, 1)) = 0.03
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_MainTex("Base (RGB) Gloss (A)", 2D) = "white" {}
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_Color("Color", Color) = (0.5, 0.5, 0.5, 0.5)
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_BumpMap("Normal map", 2D) = "bump" {}
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_ReflectionMap("Reflection map", CUBE) = "" {}
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[MaterialToggle] _ReflectionMapEnabled("Enable Reflection map", Float) = 0
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}
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SubShader {
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Tags{"RenderType" = "Opaque"}
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LOD 300
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CGPROGRAM
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#include "UnityCG.cginc"
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// no deferred. support lightmaps and one light. use half vector instead of
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// view vector (less accurate but faster)
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#pragma surface surf BlinnPhong exclude_path:prepass noforwardadd halfasview
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sampler2D _MainTex;
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struct Input {
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float2 uv_MainTex;
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float3 worldRefl;
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float3 viewDir;
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INTERNAL_DATA
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};
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half _Shininess;
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fixed4 _Color;
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sampler2D _BumpMap;
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samplerCUBE _ReflectionMap;
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fixed _ReflectionMapEnabled;
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void surf(Input IN, inout SurfaceOutput o) {
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fixed4 albedo = tex2D(_MainTex, IN.uv_MainTex)*_Color;
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fixed gloss = albedo.a*_Shininess;
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fixed4 fakeReflec = texCUBE(_ReflectionMap, WorldReflectionVector(IN, o.Normal));
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o.Albedo = albedo.rgb;
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o.Gloss = gloss;
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o.Alpha = gloss;
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o.Specular = gloss;
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o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
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o.Emission = _ReflectionMapEnabled * gloss * fakeReflec.rgb;
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}
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ENDCG
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}
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FallBack "Mobile/VertexLit"
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}
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