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Blinn-Phong.shader
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Blinn-Phong.shader
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Shader "Unite-2019/Surface-Custom/Blinn-Phong"{
//Subsurface scattering
Properties
{
_MainTex("RGB",2D)="white"{}
}
//optimized
CGINCLUDE
struct Input {
float2 uv_MainTex;
};
ENDCG
SubShader{
Tags{"RenderType"="Opaque"}
LOD 200
//CULL
//Alpha test
CGPROGRAM
//half datatype
#pragma surface surf SimpleSpecular
half4 LightingSimpleSpecular (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) {
half3 h = normalize (lightDir + viewDir);
half diff = max (0, dot (s.Normal, lightDir));
float nh = max (0, dot (s.Normal, h));
float spec = pow (nh, 48.0);
half4 c;
c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * atten;
c.a = s.Alpha;
return c;
}
sampler2D _MainTex;
void surf (Input IN, inout SurfaceOutput o) {
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
}
ENDCG
}
Fallback "Diffuse"
}