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Shader "Hidden/LeapMotion/GraphicRenderer/Examples/Bake 1" {
Properties {
_Color("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf StandardSpecular fullforwardshadows vertex:vert addshadow
#pragma target 3.0
#define GRAPHIC_RENDERER_VERTEX_UV_0
#define GRAPHIC_RENDERER_VERTEX_NORMALS
#define GRAPHIC_RENDERER_MOVEMENT_TRANSLATION
#define GRAPHIC_RENDERER_ENABLE_CUSTOM_CHANNELS
#pragma shader_feature _ GRAPHIC_RENDERER_CYLINDRICAL GRAPHIC_RENDERER_SPHERICAL
#include "Assets/LeapMotion/Modules/GraphicRenderer/Resources/BakedRenderer.cginc"
#include "UnityCG.cginc"
struct Input {
SURF_INPUT_GRAPHICAL
float2 uv_MainTex;
float2 smoothness;
float4 specularColor;
};
DEFINE_FLOAT_CHANNEL(_Smoothness);
DEFINE_FLOAT4_CHANNEL(_SpecularColor);
sampler2D _MainTex;
void vert(inout appdata_graphic_baked v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
BEGIN_V2F(v);
APPLY_BAKED_GRAPHICS_STANDARD(v, o);
o.smoothness = getChannel(_Smoothness);
o.specularColor = getChannel(_SpecularColor);
}
float3 hsv2rgb(float3 c) {
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void surf (Input IN, inout SurfaceOutputStandardSpecular o) {
o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb;
o.Specular = IN.specularColor;
o.Smoothness = IN.smoothness;
}
ENDCG
}
FallBack "Diffuse"
}