Also, 2 things, this is using realtime shadows, and a lot of what you see in the screen shots is using a shader that I made with strumpy shader editor, so if anyone wants it, here it is:
Shader "Blerber"
{
Properties
{
_Color("_Color", Color) = (1,1,1,1)
_Diffuse("_Diffuse", 2D) = "white" {}
_BumpMap("_BumpMap", 2D) = "bump" {}
_CubeMap("_CubeMap", Cube) = "black" {}
_Gloss("_Gloss", Range(0.01,1) ) = 1
_SpecularIntestity("_SpecularIntestity", Range(0.01,2) ) = 2
_ReflectionColor("_ReflectionColor", Color) = (1,1,1,1)
_ReflectionStrength("_ReflectionStrength", Range(0,3) ) = 1.4
_FresnelStrength("_FresnelStrength", Range(0,3) ) = 1.7
}
SubShader
{
Tags
{
"Queue"="Geometry"
"IgnoreProjector"="False"
"RenderType"="Opaque"
}
Cull Back
ZWrite On
ZTest LEqual
ColorMask RGBA
Fog{
}
CGPROGRAM
#pragma surface surf BlinnPhongEditor vertex:vert
#pragma target 3.0
float4 _Color;
sampler2D _Diffuse;
sampler2D _BumpMap;
samplerCUBE _CubeMap;
float _Gloss;
float _SpecularIntestity;
float4 _ReflectionColor;
float _ReflectionStrength;
float _FresnelStrength;
struct EditorSurfaceOutput {
half3 Albedo;
half3 Normal;
half3 Emission;
half3 Gloss;
half Specular;
half Alpha;
half4 Custom;
};
inline half4 LightingBlinnPhongEditor_PrePass (EditorSurfaceOutput s, half4 light)
{
half3 spec = light.a * s.Gloss;
half4 c;
c.rgb = (s.Albedo * light.rgb + light.rgb * spec);
c.a = s.Alpha;
return c;
}
inline half4 LightingBlinnPhongEditor (EditorSurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
{
half3 h = normalize (lightDir + viewDir);
half diff = max (0, dot ( lightDir, s.Normal ));
float nh = max (0, dot (s.Normal, h));
float spec = pow (nh, s.Specular*128.0);
half4 res;
res.rgb = _LightColor0.rgb * diff;
res.w = spec * Luminance (_LightColor0.rgb);
res *= atten * 2.0;
return LightingBlinnPhongEditor_PrePass( s, res );
}
struct Input {
float2 uv_Diffuse;
float2 uv_BumpMap;
float3 worldRefl;
float3 viewDir;
INTERNAL_DATA
};
void vert (inout appdata_full v, out Input o) {
float4 VertexOutputMaster0_0_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_1_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_2_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_3_NoInput = float4(0,0,0,0);
}
void surf (Input IN, inout EditorSurfaceOutput o) {
o.Normal = float3(0.0,0.0,1.0);
o.Alpha = 1.0;
o.Albedo = 0.0;
o.Emission = 0.0;
o.Gloss = 0.0;
o.Specular = 0.0;
o.Custom = 0.0;
float4 Tex2D0=tex2D(_Diffuse,(IN.uv_Diffuse.xyxy).xy);
float4 Multiply0=Tex2D0 * _Color;
float4 Tex2D1=tex2D(_BumpMap,(IN.uv_BumpMap.xyxy).xy);
float4 UnpackNormal0=float4(UnpackNormal(Tex2D1).xyz, 1.0);
float4 Tex2D3=tex2D(_BumpMap,(IN.uv_BumpMap.xyxy).xy);
float4 UnpackNormal2=float4(UnpackNormal(Tex2D3).xyz, 1.0);
float4 WorldReflection0=float4( WorldReflectionVector (IN, UnpackNormal2), 1.0);
float4 TexCUBE0=texCUBE(_CubeMap,WorldReflection0);
float4 Tex2D2=tex2D(_BumpMap,(IN.uv_BumpMap.xyxy).xy);
float4 UnpackNormal1=float4(UnpackNormal(Tex2D2).xyz, 1.0);
float4 Fresnel0=(1.0 - dot( normalize( float4( IN.viewDir.x, IN.viewDir.y,IN.viewDir.z,1.0 ).xyz), normalize( UnpackNormal1.xyz ) )).xxxx;
float4 Pow0=pow(Fresnel0,_FresnelStrength.xxxx);
float4 Multiply1=TexCUBE0 * Pow0;
float4 Multiply2=Multiply1 * _ReflectionStrength.xxxx;
float4 Multiply3=Multiply2 * _ReflectionColor;
float4 Master0_5_NoInput = float4(1,1,1,1);
float4 Master0_7_NoInput = float4(0,0,0,0);
float4 Master0_6_NoInput = float4(1,1,1,1);
o.Albedo = Multiply0;
o.Normal = UnpackNormal0;
o.Emission = Multiply3;
o.Specular = _Gloss.xxxx;
o.Gloss = _SpecularIntestity.xxxx;
o.Normal = normalize(o.Normal);
}
ENDCG
}
Fallback "Diffuse"
}