Shader "Bumped Specular Detail" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
_Shininess ("Shininess", Range (0.03, 1)) = 0.078125
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_Detail ("Detail (RGB)", 2D) = "gray" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 450
CGPROGRAM
#pragma surface surf BlinnPhong
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _Detail;
float4 _Color;
float _Shininess;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv_Detail;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 tex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = tex.rgb * _Color.rgb * tex2D(_Detail,IN.uv_Detail).rgb * 2;
o.Gloss = tex.a;
o.Alpha = tex.a * _Color.a;
o.Specular = _Shininess;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
}
ENDCG
}
FallBack "Specular"
}