Shader "Custom/CustomSpecular" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_SpeColor("Specular Color", Color) = (1,1,1,1)
_Shininess("Shininess", Float) = 10
}
SubShader {
Pass
{
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
fixed4 _Color;
fixed4 _SpeColor;
float _Shininess;
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR;
};
v2f vert(appdata_base v)
{
v2f o;
float3 normalDirection = normalize(mul(float4(v.normal, 0.0), _World2Object).xyz);
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - mul(_Object2World, v.vertex));
float3 specularReflection = _LightColor0.rgb*_SpeColor.rgb*pow(max(0.0,dot(reflect(-lightDirection, normalDirection),viewDirection)),_Shininess);
float3 diffuseReflection = _LightColor0.rgb * _Color.rgb* max(0.0, dot(normalDirection, lightDirection));
float3 ambientLighting = UNITY_LIGHTMODEL_AMBIENT.rgb * _Color.rgb;
o.col = float4(ambientLighting + diffuseReflection + specularReflection, 1.0);
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
return o;
}
fixed4 frag(v2f i) : COLOR
{
return i.col;
}
ENDCG
}
}
FallBack "Diffuse"
}
<pre name="code" class="plain">Shader "Custom/SpecularTex" {
Properties {
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_SpeColor("Specular Color", Color) = (1,1,1,1)
_Shininess("Shininess", Float) = 10
}
SubShader {
Pass
{
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
sampler2D _MainTex;
fixed4 _Color;
fixed4 _SpeColor;
float _Shininess;
struct v2f
{
float4 pos : SV_POSITION;
float4 tex : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float4 normalDir : TEXCOORD2;
};
v2f vert(appdata_base v)
{
v2f o;
o.posWorld = mul(_Object2World, v.vertex);
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.tex = v.texcoord;
o.normalDir = normalize(mul(float4(v.normal, 0.0), _World2Object));
return o;
}
fixed4 frag(v2f i) : COLOR
{
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld);
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 specularReflection = _LightColor0.rgb*_SpeColor.rgb*pow(max(0.0,dot(reflect(-lightDirection, i.normalDir.xyz),viewDirection)),_Shininess);
float3 diffuseReflection = _LightColor0.rgb * _Color.rgb* max(0.0, dot(i.normalDir.xyz, lightDirection));
float3 ambientLighting = UNITY_LIGHTMODEL_AMBIENT.rgb * _Color.rgb;
return float4(ambientLighting + diffuseReflection * tex2D(_MainTex, i.tex.xy) + specularReflection, 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}