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{ |
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half4 specularGloss = half4(0.0h, 0.0h, 0.0h, 1.0h); |
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#ifdef _SPECGLOSSMAP |
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specularGloss = SAMPLE_TEXTURE2D(TEXTURE2D_PARAM(specGlossMap, sampler_specGlossMap), uv); |
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specularGloss = SAMPLE_TEXTURE2D(specGlossMap, sampler_specGlossMap, uv); |
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#elif defined(_SPECULAR_COLOR) |
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specularGloss = specColor; |
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#endif |
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