64 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			64 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/************************************************************************************
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Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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See SampleFramework license.txt for license terms.  Unless required by applicable law
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or agreed to in writing, the sample code is provided “AS IS” WITHOUT WARRANTIES OR
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CONDITIONS OF ANY KIND, either express or implied.  See the license for specific
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language governing permissions and limitations under the license.
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************************************************************************************/
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// does baked lighting + one directional light + reflection probe
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Shader "Oculus Sample/Train Props Shader" {
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  Properties {
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    [PowerSlider(6.0)] _Shininess("Shininess", Range(0.02, 1)) = 0.03
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    _MainTex("Base (RGB) Gloss (A)", 2D) = "white" {}
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    _Color("Color", Color) = (0.5, 0.5, 0.5, 0.5)
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    _BumpMap("Normal map", 2D) = "bump" {}
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    _ReflectionMap("Reflection map", CUBE) = "" {}
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    [MaterialToggle] _ReflectionMapEnabled("Enable Reflection map", Float) = 0
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  }
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  SubShader {
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    Tags{"RenderType" = "Opaque"}
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    LOD 300
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    CGPROGRAM
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    #include "UnityCG.cginc"
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    // no deferred. support lightmaps and one light. use half vector instead of
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    // view vector (less accurate but faster)
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    #pragma surface surf BlinnPhong exclude_path:prepass noforwardadd halfasview 
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    sampler2D _MainTex;
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    struct Input {
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      float2 uv_MainTex;
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      float3 worldRefl;
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      float3 viewDir;
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      INTERNAL_DATA
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    };
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    half _Shininess;
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    fixed4 _Color;
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    sampler2D _BumpMap;
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    samplerCUBE _ReflectionMap;
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    fixed _ReflectionMapEnabled;
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    void surf(Input IN, inout SurfaceOutput o) {
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      fixed4 albedo = tex2D(_MainTex, IN.uv_MainTex)*_Color;
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      fixed gloss = albedo.a*_Shininess;
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      fixed4 fakeReflec = texCUBE(_ReflectionMap, WorldReflectionVector(IN, o.Normal));
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      o.Albedo = albedo.rgb;
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      o.Gloss = gloss;
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      o.Alpha = gloss;
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      o.Specular = gloss;
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      o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
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      o.Emission = _ReflectionMapEnabled * gloss * fakeReflec.rgb;
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    }
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    ENDCG
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  }
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  FallBack "Mobile/VertexLit"
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}
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