トップページ > Unity(Unity3D) > 内蔵シェーダのソースコード > Transparent > Cutout > Specular

Shader "Transparent/Cutout/Specular" {
Properties {
	_Color ("Main Color", Color) = (1,1,1,1)
	_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0)
	_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
	_MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {}
	_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}

SubShader {
	Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
	LOD 300

CGPROGRAM
#pragma surface surf BlinnPhong alphatest:_Cutoff

sampler2D _MainTex;
fixed4 _Color;
half _Shininess;

struct Input {
	float2 uv_MainTex;
};

void surf (Input IN, inout SurfaceOutput o) {
	fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
	o.Albedo = tex.rgb * _Color.rgb;
	o.Gloss = tex.a;
	o.Alpha = tex.a * _Color.a;
	o.Specular = _Shininess;
}
ENDCG
}

Fallback "Transparent/Cutout/VertexLit"
}
最終更新:2013年02月03日 11:36