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Adding specular to shader
Can someone help me add specular to this shader i have no experience with shaders. thanks in advance i cant really go on with my project without this. Shader "Triplanar Textures/Triplanar Local (Bumped)" {
Properties {
_Color ("Diffuse Color", Color) = (1.0, 1.0, 1.0, 1.0)
_Tiling ("Tiling", Float) = 1
_TexTop ("Top (RGB)", 2D) = "white" {}
_BumpTop ("Top (Normal)", 2D) = "white" {}
}
Category {
SubShader {
//#Blend
ZWrite On
//#CatTags
Tags { "RenderType"="Opaque" }
//Tags { "RenderType"="Opaque" }
//#LOD
LOD 400
//#GrabPass
CGPROGRAM
//#LightingModelTag
#pragma surface surf BlinnPhong vertex:vert
//alphatest:_Cutoff
//#TargetSM
#pragma target 3.0
#pragma multi_compile_builtin
//#UnlitCGDefs
float _Tiling;
sampler2D _TexTop;
sampler2D _BumpTop;
float4 _Color;
struct Input {
//float4 vertex;
//#UVDefs
//float3 normal;
//float2 uvCoords;
float3 localPos;
float3 mylocalNormal;
INTERNAL_DATA
half3 signs;
};
void vert (inout appdata_full v, out Input o) {
o.mylocalNormal = v.normal;
o.localPos = v.vertex;
o.signs = sign(o.mylocalNormal);
}
void surf (Input IN, inout SurfaceOutput o) {
half3 signs = IN.signs;
half3 signs2 = IN.signs;
float4 bumpBase = float4(1.0, 1.0, 1.0, 1.0);
float4 texBase = 1.0;
//Assign UVs
half2 s = float2(_Tiling/10, _Tiling/10);
half2 tex0 = s * IN.localPos.zy;
half2 tex1 = s * IN.localPos.zx;
half2 tex2 = s * IN.localPos.xy;
half2 tex3 = s * -IN.localPos.zy + 1;
half2 tex4 = s * -IN.localPos.zx + 1;
half2 tex5 = s * -IN.localPos.xy + 1;
// =========================
// Assign Your Textures Here.
// (Don't forget to declare them at lines 33 & 34...)
// =========================
half4 color0_ = tex2D(_TexTop, tex0).xyzw;
half4 color1_ = tex2D(_TexTop, tex1).xyzw;
half4 color2_ = tex2D(_TexTop, tex2).xyzw;
half4 color3_ = tex2D(_TexTop, tex3).xyzw;
half4 color4_ = tex2D(_TexTop, tex4).xyzw;
half4 color5_ = tex2D(_TexTop, tex5).xyzw;
half4 ncolor0_ = tex2D(_BumpTop, tex0).xyzw;
half4 ncolor1_ = tex2D(_BumpTop, tex1).xyzw;
half4 ncolor2_ = tex2D(_BumpTop, tex2).xyzw;
half4 ncolor3_ = tex2D(_BumpTop, tex3).xyzw;
half4 ncolor4_ = tex2D(_BumpTop, tex4).xyzw;
half4 ncolor5_ = tex2D(_BumpTop, tex5).xyzw;
// Calculate projections
half3 blendWeights = IN.mylocalNormal;
blendWeights.x = max(IN.mylocalNormal.x, 0);
blendWeights.y = max(IN.mylocalNormal.y, 0);
blendWeights.z = max(IN.mylocalNormal.z, 0);
half3 blendBottom;
blendBottom.x = min(IN.mylocalNormal.x, 0);
blendBottom.y = min(IN.mylocalNormal.y, 0);
blendBottom.z = min(IN.mylocalNormal.z, 0);
blendWeights = saturate(pow(blendWeights*0.25, 10));
blendBottom = saturate(pow(blendBottom*0.25, 10));
half3 blendMult = 1/(blendWeights.x + blendBottom.x + blendWeights.y + blendBottom.y + blendWeights.z + blendBottom.z);
blendWeights *= blendMult;
blendBottom *= blendMult;
// Combine all that stuff...
texBase =
(color0_ * blendWeights.x) + (color3_ * blendBottom.x) +
(color1_ * blendWeights.y) + (color4_ * blendBottom.y) +
(color2_ * blendWeights.z) + (color5_ * blendBottom.z);
bumpBase =
(ncolor0_ * blendWeights.x) + (ncolor3_ * blendBottom.x) +
(ncolor1_ * blendWeights.y) + (ncolor4_ * blendBottom.y) +
(ncolor2_ * blendWeights.z) + (ncolor5_ * blendBottom.z);
// Assign results to shader.
o.Albedo = texBase.rgb * _Color;
o.Normal = UnpackNormal(bumpBase);
}
ENDCG
}
}
FallBack "Triplanar Textures/Triplanar Local"
}
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