WindowShader
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FallBack "Alpha/BumpedSpecular", 1 | FallBack "Alpha/BumpedSpecular", 1 | ||
} | } | ||
| − | </ | + | </syntaxhighlight> |
Latest revision as of 23:56, 17 January 2012
Invalid language.
You need to specify a language like this: <source lang="html4strict">...</source>
Supported languages for syntax highlighting:
4cs, 6502acme, 6502kickass, 6502tasm, 68000devpac, abap, actionscript, actionscript3, ada, algol68, apache, applescript, apt_sources, asm, asp, autoconf, autohotkey, autoit, avisynth, awk, bascomavr, bash, basic4gl, bf, bibtex, blitzbasic, bnf, boo, c, c_loadrunner, c_mac, caddcl, cadlisp, cfdg, cfm, chaiscript, cil, clojure, cmake, cobol, coffeescript, cpp, cpp-qt, csharp, css, cuesheet, d, dcs, delphi, diff, div, dos, dot, e, ecmascript, eiffel, email, epc, erlang, euphoria, f1, falcon, fo, fortran, freebasic, fsharp, gambas, gdb, genero, genie, gettext, glsl, gml, gnuplot, go, groovy, gwbasic, haskell, hicest, hq9plus, html4strict, html5, icon, idl, ini, inno, intercal, io, j, java, java5, javascript, jquery, kixtart, klonec, klonecpp, latex, lb, lisp, llvm, locobasic, logtalk, lolcode, lotusformulas, lotusscript, lscript, lsl2, lua, m68k, magiksf, make, mapbasic, matlab, mirc, mmix, modula2, modula3, mpasm, mxml, mysql, newlisp, nsis, oberon2, objc, objeck, ocaml, ocaml-brief, oobas, oracle11, oracle8, oxygene, oz, pascal, pcre, per, perl, perl6, pf, php, php-brief, pic16, pike, pixelbender, pli, plsql, postgresql, povray, powerbuilder, powershell, proftpd, progress, prolog, properties, providex, purebasic, pycon, python, q, qbasic, rails, rebol, reg, robots, rpmspec, rsplus, ruby, sas, scala, scheme, scilab, sdlbasic, smalltalk, smarty, sql, systemverilog, tcl, teraterm, text, thinbasic, tsql, typoscript, unicon, uscript, vala, vb, vbnet, verilog, vhdl, vim, visualfoxpro, visualprolog, whitespace, whois, winbatch, xbasic, xml, xorg_conf, xpp, yaml, z80, zxbasic
Shader "Reflective/BumpedSpecularSRC" {
Properties {
_Color ("Main Color", Color) = (1,1,1,0)
_SpecColor ("Specular Color", Color) = (0,0,0,0)
_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
_ReflectColor ("Reflection Color", Color) = (1.0, 1.0, 1.0, 0)
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white"
_BumpMap ("Bumpmap", 2D) = "bump"
_Cube ("cubemap", Cube) = "_Skybox"
}
Category {
ZWrite Off
Alphatest Greater 0
Tags {Queue=Transparent}
Fog { Color [_AddFog] }
SubShader {
UsePass "Alpha/Glossy/BASE"
// ------------------------------------------------------
// ARB_FP, Geforce3
// ------------------------------------------------------
UsePass "Reflective/Bumped Unlit/BASE"
Pass {
Name "BASE"
Tags {"LightMode" = "Vertex"}
Blend SrcAlpha One
Material {
Diffuse [_Color]
Ambient (1,1,1,1)
Shininess 10
Specular [_SpecColor]
}
Lighting On
SeparateSpecular on
SetTexture [_MainTex] {
constantColor [_Color] Combine texture * primary DOUBLE, constant
}
}
UsePass "Alpha/BumpedSpecular/PPL"
}
}
FallBack "Alpha/BumpedSpecular", 1
}