Shader "MK/Glow/Selective/Legacy/Normal/DiffuseBumpSpec" { 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" {} _MKGlowColor ("Glow Color", Color) = (1,1,1,1) _MKGlowPower ("Glow Power", Range(0.0,5.0)) = 2.5 _MKGlowTex ("Glow Texture", 2D) = "white" {} _MKGlowTexColor ("Glow Texture Color", Color) = (1,1,1,1) _MKGlowTexStrength ("Glow Texture Strength ", Range(0.0,10.0)) = 1.0 } CGINCLUDE sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; half _Shininess; sampler2D _MKGlowTex; half _MKGlowTexStrength; fixed4 _MKGlowTexColor; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float2 uv_MKGlowTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); fixed3 d = tex2D(_MKGlowTex, IN.uv_MKGlowTex) * _MKGlowTexColor; o.Albedo = tex.rgb * _Color.rgb + (d.rgb * _MKGlowTexStrength); o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG SubShader { Tags { "RenderType"="MKGlowLegacy" } LOD 400 CGPROGRAM #pragma surface surf BlinnPhong #pragma target 2.0 ENDCG } SubShader { Tags { "RenderType"="MKGlowLegacy" } LOD 400 CGPROGRAM #pragma surface surf BlinnPhong nodynlightmap #pragma target 2.0 ENDCG } FallBack "Legacy Shaders/Specular" }