// Curved World // Copyright (c) Amazing Assets // Simplified Bumped Specular shader. Differences from regular Bumped Specular one: // - no Main Color nor Specular Color // - specular lighting directions are approximated per vertex // - writes zero to alpha channel // - Normalmap uses Tiling/Offset of the Base texture // - no Deferred Lighting support // - no Lightmap support // - supports ONLY 1 directional light. Other lights are completely ignored. Shader "Amazing Assets/Curved World/Mobile/Bumped Specular (1 Directional Realtime Light)" { Properties { [HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) [PowerSlider(5.0)] _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} [NoScaleOffset] _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="CurvedWorld_Opaque" } LOD 250 CGPROGRAM #pragma surface surf MobileBlinnPhong nolightmap noforwardadd halfasview novertexlights vertex:vert addshadow #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON #include "../../Core/CurvedWorldTransform.cginc" 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) * s.Gloss; fixed4 c; c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * atten; UNITY_OPAQUE_ALPHA(c.a); return c; } sampler2D _MainTex; sampler2D _BumpMap; half _Shininess; void vert (inout appdata_full v) { #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) #else CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) #endif #endif } struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb; o.Gloss = tex.a; o.Alpha = tex.a; o.Specular = _Shininess; o.Normal = UnpackNormal (tex2D(_BumpMap, IN.uv_MainTex)); } ENDCG } FallBack "Hidden/Amazing Assets/Curved World/Fallback/VertexLit" CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI" }