Test Szenen + erstes Movement Teil 3
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Shader "Creepy Cat/Glass Reflective"
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{
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Properties
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{
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_MainTint ("Diffuse Color (Alpha Controllable)", Color) = (1,1,1,1)
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_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0)
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_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
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_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
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_AO("Ambient Occlusion Texture", 2D) = "white" {}
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_NormalMap ("Normal Map", 2D) = "bump" {}
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_Cube ("Cubemap", CUBE) = ""{}
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_ReflAmount ("Reflection Amount", Range(0,1)) = 0.5
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_RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0)
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_RimPower ("Rim Power", Range(0.5,8.0)) = 3.0
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}
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SubShader
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{
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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LOD 400
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CGPROGRAM
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#pragma surface surf BlinnPhong alpha
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#pragma target 3.0
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samplerCUBE _Cube;
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sampler2D _MainTex;
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sampler2D _NormalMap;
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sampler2D _AO;
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float4 _MainTint;
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float _ReflAmount;
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float4 _RimColor;
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float _RimPower;
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half _Shininess;
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struct Input
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{
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float2 uv_MainTex;
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float2 uv_NormalMap;
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float2 uv_AO;
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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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void surf (Input IN, inout SurfaceOutput o)
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{
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half4 c = tex2D (_MainTex, IN.uv_MainTex);
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half4 ao = tex2D(_AO, IN.uv_AO);
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c *= ao;
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float3 normals = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap)).rgb;
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o.Normal = normals;
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o.Specular = _Shininess;
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half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
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o.Gloss = c.a;
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o.Emission = texCUBE (_Cube, WorldReflectionVector (IN, o.Normal)).rgb * _ReflAmount + _RimColor.rgb * pow (rim, _RimPower);
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o.Albedo = c.rgb * _MainTint;
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o.Alpha = c.a * _MainTint.a;
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}
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ENDCG
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}
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FallBack "Transparent/Specular"
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}
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