add project files

This commit is contained in:
Boris Nikolaev
2026-08-14 01:58:31 +03:00
parent 9134cad79b
commit 5f1e94b653
4399 changed files with 12286903 additions and 0 deletions
@@ -0,0 +1,45 @@
// See "Mobile/Diffuse + Color " for why this had to be rewritten from the property block.
// _Gloss drives the specular mask, _Shininess the highlight tightness -- both are
// [PowerSlider(5.0)] in the original, i.e. they read as perceptually linear 0..1.
Shader "Mobile/Diffuse + Emission + Specular" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Color ("Color", Vector) = (1,1,1,1)
_EmissionColor ("Emission Color", Vector) = (0,0,0,1)
[NoScaleOffset] _EmissionMap ("Emission", 2D) = "white" {}
[PowerSlider(5.0)] _Gloss ("Gloss", Range(0, 1)) = 0.078125
[PowerSlider(5.0)] _Shininess ("Shininess", Range(0, 1)) = 0.078125
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 250
CGPROGRAM
#pragma surface surf BlinnPhong noforwardadd
#pragma target 3.0
sampler2D _MainTex;
sampler2D _EmissionMap;
fixed4 _Color;
fixed4 _EmissionColor;
half _Gloss;
half _Shininess;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Emission = tex2D(_EmissionMap, IN.uv_MainTex).rgb * _EmissionColor.rgb;
o.Gloss = _Gloss;
o.Specular = _Shininess;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Mobile/VertexLit"
}