Test
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Shader "Tessellation/Bumped Specular (smooth)" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
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_Shininess ("Shininess", Range (0.03, 1)) = 0.078125
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_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
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_BumpMap ("Normalmap", 2D) = "bump" {}
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_EdgeLength ("Edge length", Range(3,50)) = 10
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_Smoothness ("Smoothness", Range(0,1)) = 0.5
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 700
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CGPROGRAM
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#pragma surface surf BlinnPhong addshadow vertex:disp tessellate:tessEdge tessphong:_Smoothness
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#include "Tessellation.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float4 tangent : TANGENT;
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float3 normal : NORMAL;
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float2 texcoord : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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};
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float _EdgeLength;
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float _Smoothness;
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float4 tessEdge (appdata v0, appdata v1, appdata v2)
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{
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return UnityEdgeLengthBasedTessCull (v0.vertex, v1.vertex, v2.vertex, _EdgeLength, 0.0);
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}
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void disp (inout appdata v)
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{
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// do nothing
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}
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sampler2D _MainTex;
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sampler2D _BumpMap;
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fixed4 _Color;
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half _Shininess;
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struct Input {
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float2 uv_MainTex;
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float2 uv_BumpMap;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
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o.Albedo = tex.rgb * _Color.rgb;
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o.Gloss = tex.a;
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o.Alpha = tex.a * _Color.a;
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o.Specular = _Shininess;
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o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
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}
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ENDCG
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}
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FallBack "Bumped Specular"
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}
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