本项目演示如何创建自己的顶点动画着色器。场景不使用任何纹理或动画资源,所有内容都使用Shader Graph进行着色和动画处理。
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// define Z_TEXTURE_CHANNELS 4
// define Z_MESH_ATTRIBUTES UV3
// Important! This is a generated file, any changes will be overwritten
// when the _SfSrc suffixed version of this shader is modified.
Shader "Polybrush/TriPlanar Blend" {
Properties {
_Metallic ("Metallic", Range(0, 1)) = 0
_Gloss ("Gloss", Range(0, 1)) = 0.8
_Texture1 ("Texture 1", 2D) = "white" {}
_Texture2 ("Texture 2", 2D) = "white" {}
_Texture3 ("Texture 3", 2D) = "white" {}
_Texture4 ("Texture 4", 2D) = "white" {}
}
SubShader {
Tags {
"RenderType"="Opaque"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform float _Metallic;
uniform float _Gloss;
uniform sampler2D _Texture1; uniform float4 _Texture1_ST;
uniform sampler2D _Texture2; uniform float4 _Texture2_ST;
uniform sampler2D _Texture3; uniform float4 _Texture3_ST;
uniform sampler2D _Texture4; uniform float4 _Texture4_ST;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float4 uv1 : TEXCOORD0;
float4 uv2 : TEXCOORD1;
float4 posWorld : TEXCOORD2;
float3 normalDir : TEXCOORD3;
float3 tangentDir : TEXCOORD4;
float3 bitangentDir : TEXCOORD5;
LIGHTING_COORDS(6,7)
UNITY_FOG_COORDS(8)
#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
float4 ambientOrLightmapUV : TEXCOORD9;
#endif
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
#ifdef LIGHTMAP_ON
o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
o.ambientOrLightmapUV.zw = 0;
#elif UNITY_SHOULD_SAMPLE_SH
#endif
#ifdef DYNAMICLIGHTMAP_ON
o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos(v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 normalDirection = i.normalDir;
float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
float Pi = 3.141592654;
float InvPi = 0.31830988618;
///////// Gloss:
float gloss = _Gloss;
float specPow = exp2( gloss * 10.0+1.0);
/////// GI Data:
UnityLight light;
#ifdef LIGHTMAP_OFF
light.color = lightColor;
light.dir = lightDirection;
light.ndotl = LambertTerm (normalDirection, light.dir);
#else
light.color = half3(0.f, 0.f, 0.f);
light.ndotl = 0.0f;
light.dir = half3(0.f, 0.f, 0.f);
#endif
UnityGIInput d;
d.light = light;
d.worldPos = i.posWorld.xyz;
d.worldViewDir = viewDirection;
d.atten = attenuation;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
d.ambient = 0;
d.lightmapUV = i.ambientOrLightmapUV;
#else
d.ambient = i.ambientOrLightmapUV;
#endif
d.boxMax[0] = unity_SpecCube0_BoxMax;
d.boxMin[0] = unity_SpecCube0_BoxMin;
d.probePosition[0] = unity_SpecCube0_ProbePosition;
d.probeHDR[0] = unity_SpecCube0_HDR;
d.boxMax[1] = unity_SpecCube1_BoxMax;
d.boxMin[1] = unity_SpecCube1_BoxMin;
d.probePosition[1] = unity_SpecCube1_ProbePosition;
d.probeHDR[1] = unity_SpecCube1_HDR;
Unity_GlossyEnvironmentData ugls_en_data;
ugls_en_data.roughness = 1.0 - gloss;
ugls_en_data.reflUVW = viewReflectDirection;
UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
lightDirection = gi.light.dir;
lightColor = gi.light.color;
////// Specular:
float NdotL = max(0, dot( normalDirection, lightDirection ));
float LdotH = max(0.0,dot(lightDirection, halfDirection));
float4 node_1190 = float4(i.uv2.r,i.uv2.g,i.uv2.b,i.uv2.a);
float3 node_8849 = abs(i.normalDir);
float3 node_3954 = (node_8849*node_8849);
float2 node_6565 = float2(i.posWorld.g,i.posWorld.b);
float4 _MainTex = tex2D(_Texture1,TRANSFORM_TEX(node_6565, _Texture1));
float2 node_3477 = float2(i.posWorld.r,i.posWorld.b);
float4 node_3536 = tex2D(_Texture1,TRANSFORM_TEX(node_3477, _Texture1));
float2 node_311 = float2(i.posWorld.g,i.posWorld.r);
float4 node_3386 = tex2D(_Texture1,TRANSFORM_TEX(node_311, _Texture1));
float4 node_5742 = tex2D(_Texture2,TRANSFORM_TEX(node_6565, _Texture2));
float4 node_4501 = tex2D(_Texture2,TRANSFORM_TEX(node_3477, _Texture2));
float4 node_2195 = tex2D(_Texture2,TRANSFORM_TEX(node_311, _Texture2));
float4 node_972 = tex2D(_Texture3,TRANSFORM_TEX(node_6565, _Texture3));
float4 node_4295 = tex2D(_Texture3,TRANSFORM_TEX(node_3477, _Texture3));
float4 node_1734 = tex2D(_Texture3,TRANSFORM_TEX(node_311, _Texture3));
float4 node_7081 = tex2D(_Texture4,TRANSFORM_TEX(node_6565, _Texture4));
float4 node_3235 = tex2D(_Texture4,TRANSFORM_TEX(node_3477, _Texture4));
float4 node_9532 = tex2D(_Texture4,TRANSFORM_TEX(node_311, _Texture4));
float3 diffuseColor = (node_1190.r*(node_3954.r*_MainTex.rgb + node_3954.g*node_3536.rgb + node_3954.b*node_3386.rgb) + node_1190.g*(node_3954.r*node_5742.rgb + node_3954.g*node_4501.rgb + node_3954.b*node_2195.rgb) + node_1190.b*(node_3954.r*node_972.rgb + node_3954.g*node_4295.rgb + node_3954.b*node_1734.rgb) + node_1190.a*(node_3954.r*node_7081.rgb + node_3954.g*node_3235.rgb + node_3954.b*node_9532.rgb)); // Need this for specular when using metallic
float specularMonochrome;
float3 specularColor;
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
specularMonochrome = 1-specularMonochrome;
float NdotV = max(0.0,dot( normalDirection, viewDirection ));
float NdotH = max(0.0,dot( normalDirection, halfDirection ));
float VdotH = max(0.0,dot( viewDirection, halfDirection ));
float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
float specularPBL = max(0, (NdotL*visTerm*normTerm) * (UNITY_PI / 4) );
float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
half grazingTerm = saturate( gloss + specularMonochrome );
float3 indirectSpecular = (gi.indirect.specular);
indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
float3 specular = (directSpecular + indirectSpecular);
/////// Diffuse:
NdotL = max(0.0,dot( normalDirection, lightDirection ));
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
float3 indirectDiffuse = float3(0,0,0);
indirectDiffuse += gi.indirect.diffuse;
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
/// Final Color:
float3 finalColor = diffuse + specular;
fixed4 finalRGBA = fixed4(finalColor,1);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags {
"LightMode"="ForwardAdd"
}
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDADD
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform float _Metallic;
uniform float _Gloss;
uniform sampler2D _Texture1; uniform float4 _Texture1_ST;
uniform sampler2D _Texture2; uniform float4 _Texture2_ST;
uniform sampler2D _Texture3; uniform float4 _Texture3_ST;
uniform sampler2D _Texture4; uniform float4 _Texture4_ST;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float4 uv1 : TEXCOORD0;
float4 uv2 : TEXCOORD1;
float4 posWorld : TEXCOORD2;
float3 normalDir : TEXCOORD3;
float3 tangentDir : TEXCOORD4;
float3 bitangentDir : TEXCOORD5;
LIGHTING_COORDS(6,7)
UNITY_FOG_COORDS(8)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos(v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 normalDirection = i.normalDir;
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
float3 lightColor = _LightColor0.rgb;
float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
float Pi = 3.141592654;
float InvPi = 0.31830988618;
///////// Gloss:
float gloss = _Gloss;
float specPow = exp2( gloss * 10.0+1.0);
////// Specular:
float NdotL = max(0, dot( normalDirection, lightDirection ));
float LdotH = max(0.0,dot(lightDirection, halfDirection));
float4 node_1190 = float4(i.uv2.r,i.uv2.g,i.uv2.b,i.uv2.a);
float3 node_8849 = abs(i.normalDir);
float3 node_3954 = (node_8849*node_8849);
float2 node_6565 = float2(i.posWorld.g,i.posWorld.b);
float4 _MainTex = tex2D(_Texture1,TRANSFORM_TEX(node_6565, _Texture1));
float2 node_3477 = float2(i.posWorld.r,i.posWorld.b);
float4 node_3536 = tex2D(_Texture1,TRANSFORM_TEX(node_3477, _Texture1));
float2 node_311 = float2(i.posWorld.g,i.posWorld.r);
float4 node_3386 = tex2D(_Texture1,TRANSFORM_TEX(node_311, _Texture1));
float4 node_5742 = tex2D(_Texture2,TRANSFORM_TEX(node_6565, _Texture2));
float4 node_4501 = tex2D(_Texture2,TRANSFORM_TEX(node_3477, _Texture2));
float4 node_2195 = tex2D(_Texture2,TRANSFORM_TEX(node_311, _Texture2));
float4 node_972 = tex2D(_Texture3,TRANSFORM_TEX(node_6565, _Texture3));
float4 node_4295 = tex2D(_Texture3,TRANSFORM_TEX(node_3477, _Texture3));
float4 node_1734 = tex2D(_Texture3,TRANSFORM_TEX(node_311, _Texture3));
float4 node_7081 = tex2D(_Texture4,TRANSFORM_TEX(node_6565, _Texture4));
float4 node_3235 = tex2D(_Texture4,TRANSFORM_TEX(node_3477, _Texture4));
float4 node_9532 = tex2D(_Texture4,TRANSFORM_TEX(node_311, _Texture4));
float3 diffuseColor = (node_1190.r*(node_3954.r*_MainTex.rgb + node_3954.g*node_3536.rgb + node_3954.b*node_3386.rgb) + node_1190.g*(node_3954.r*node_5742.rgb + node_3954.g*node_4501.rgb + node_3954.b*node_2195.rgb) + node_1190.b*(node_3954.r*node_972.rgb + node_3954.g*node_4295.rgb + node_3954.b*node_1734.rgb) + node_1190.a*(node_3954.r*node_7081.rgb + node_3954.g*node_3235.rgb + node_3954.b*node_9532.rgb)); // Need this for specular when using metallic
float specularMonochrome;
float3 specularColor;
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
specularMonochrome = 1-specularMonochrome;
float NdotV = max(0.0,dot( normalDirection, viewDirection ));
float NdotH = max(0.0,dot( normalDirection, halfDirection ));
float VdotH = max(0.0,dot( viewDirection, halfDirection ));
float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
float specularPBL = max(0, (NdotL*visTerm*normTerm) * (UNITY_PI / 4) );
float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
float3 specular = directSpecular;
/////// Diffuse:
NdotL = max(0.0,dot( normalDirection, lightDirection ));
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
float3 finalColor = diffuse + specular;
fixed4 finalRGBA = fixed4(finalColor * 1,0);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "Meta"
Tags {
"LightMode"="Meta"
}
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_META 1
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#include "UnityMetaPass.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform float _Metallic;
uniform float _Gloss;
uniform sampler2D _Texture1; uniform float4 _Texture1_ST;
uniform sampler2D _Texture2; uniform float4 _Texture2_ST;
uniform sampler2D _Texture3; uniform float4 _Texture3_ST;
uniform sampler2D _Texture4; uniform float4 _Texture4_ST;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float4 uv1 : TEXCOORD0;
float4 uv2 : TEXCOORD1;
float4 posWorld : TEXCOORD2;
float3 normalDir : TEXCOORD3;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
return o;
}
float4 frag(VertexOutput i) : SV_Target {
i.normalDir = normalize(i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 normalDirection = i.normalDir;
UnityMetaInput o;
UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
o.Emission = 0;
float4 node_1190 = float4(i.uv2.r,i.uv2.g,i.uv2.b,i.uv2.a);
float3 node_8849 = abs(i.normalDir);
float3 node_3954 = (node_8849*node_8849);
float2 node_6565 = float2(i.posWorld.g,i.posWorld.b);
float4 _MainTex = tex2D(_Texture1,TRANSFORM_TEX(node_6565, _Texture1));
float2 node_3477 = float2(i.posWorld.r,i.posWorld.b);
float4 node_3536 = tex2D(_Texture1,TRANSFORM_TEX(node_3477, _Texture1));
float2 node_311 = float2(i.posWorld.g,i.posWorld.r);
float4 node_3386 = tex2D(_Texture1,TRANSFORM_TEX(node_311, _Texture1));
float4 node_5742 = tex2D(_Texture2,TRANSFORM_TEX(node_6565, _Texture2));
float4 node_4501 = tex2D(_Texture2,TRANSFORM_TEX(node_3477, _Texture2));
float4 node_2195 = tex2D(_Texture2,TRANSFORM_TEX(node_311, _Texture2));
float4 node_972 = tex2D(_Texture3,TRANSFORM_TEX(node_6565, _Texture3));
float4 node_4295 = tex2D(_Texture3,TRANSFORM_TEX(node_3477, _Texture3));
float4 node_1734 = tex2D(_Texture3,TRANSFORM_TEX(node_311, _Texture3));
float4 node_7081 = tex2D(_Texture4,TRANSFORM_TEX(node_6565, _Texture4));
float4 node_3235 = tex2D(_Texture4,TRANSFORM_TEX(node_3477, _Texture4));
float4 node_9532 = tex2D(_Texture4,TRANSFORM_TEX(node_311, _Texture4));
float3 diffColor = (node_1190.r*(node_3954.r*_MainTex.rgb + node_3954.g*node_3536.rgb + node_3954.b*node_3386.rgb) + node_1190.g*(node_3954.r*node_5742.rgb + node_3954.g*node_4501.rgb + node_3954.b*node_2195.rgb) + node_1190.b*(node_3954.r*node_972.rgb + node_3954.g*node_4295.rgb + node_3954.b*node_1734.rgb) + node_1190.a*(node_3954.r*node_7081.rgb + node_3954.g*node_3235.rgb + node_3954.b*node_9532.rgb));
float specularMonochrome;
float3 specColor;
diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
float roughness = 1.0 - _Gloss;
o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
return UnityMetaFragment( o );
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "z_BlendMaterialInspector"
}