Shader "Marmoset/Vertex Lit/Specular Occ IBL" { Properties { _Color ("Diffuse Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (1,1,1,1) _SpecInt ("Specular Intensity", Float) = 1.0 _Shininess ("Specular Sharpness", Range(2.0,8.0)) = 4.0 _Fresnel ("Fresnel Falloff", Range(0,1)) = 0.0 _OccStrength ("Occlusion Strength", Range(0,1)) = 1.0 _MainTex ("Diffuse(RGB) Spec. Mask(A)", 2D) = "white" {} _OccTex ("Occlusion Diff(R) Spec(G)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 200 Pass { Tags { "LightMode" = "ForwardBase" } CGPROGRAM //Tags { "LightMode"="Vertex" } works with lightmaps but no SH vars are defined yet //Tags { "LightMode"="ForwardBase" } SH but no lightmaps #pragma glsl #pragma target 3.0 #pragma vertex MarmosetVert #pragma fragment MarmosetFrag #pragma exclude_renderers flash #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile MARMO_BOX_PROJECTION_OFF MARMO_BOX_PROJECTION_ON #if MARMO_BOX_PROJECTION_ON #define MARMO_BOX_PROJECTION #endif #pragma multi_compile MARMO_SKY_BLEND_OFF MARMO_SKY_BLEND_ON #if MARMO_SKY_BLEND_ON #define MARMO_SKY_BLEND #endif #define MARMO_HQ #define MARMO_DIFFUSE_IBL #define MARMO_SPECULAR_IBL #define MARMO_SKY_ROTATION #define MARMO_MIP_GLOSS #define MARMO_VERTEX_SH #define MARMO_VERTEX_DIRECT #define MARMO_FORWARDBASE #define MARMO_OCCLUSION //#define MARMO_VERTEX_COLOR //#define MARMO_VERTEX_OCCLUSION #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc" #include "../MarmosetCore.cginc" #include "../MarmosetVertex.cginc" ENDCG } } SubShader { Tags { "RenderType"="Opaque" } LOD 200 Pass { Tags { "LightMode" = "ForwardBase" } CGPROGRAM //Tags { "LightMode"="Vertex" } works with lightmaps but no SH vars are defined yet //Tags { "LightMode"="ForwardBase" } SH but no lightmaps #pragma glsl #pragma vertex MarmosetVert #pragma fragment MarmosetFrag #pragma exclude_renderers flash #pragma fragmentoption ARB_precision_hint_fastest //gamma-correct sampling permutations #pragma multi_compile MARMO_BOX_PROJECTION_OFF MARMO_BOX_PROJECTION_ON #if MARMO_BOX_PROJECTION_ON #define MARMO_BOX_PROJECTION #endif #pragma multi_compile MARMO_SKY_BLEND_OFF MARMO_SKY_BLEND_ON #if MARMO_SKY_BLEND_ON #define MARMO_SKY_BLEND #endif #define MARMO_HQ #define MARMO_DIFFUSE_IBL #define MARMO_SPECULAR_IBL #define MARMO_SKY_ROTATION //#define MARMO_MIP_GLOSS #define MARMO_VERTEX_SH #define MARMO_VERTEX_DIRECT #define MARMO_FORWARDBASE #define MARMO_OCCLUSION //#define MARMO_VERTEX_COLOR //#define MARMO_VERTEX_OCCLUSION #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc" #include "../MarmosetCore.cginc" #include "../MarmosetVertex.cginc" ENDCG } } Fallback "Marmoset/Vertex Lit/Specular IBL" }