Shader "Amplify Texture/Legacy Shaders/Transparent/Cutout/Bumped Specular" {
Properties {
	_Color ("Main Color", Color) = (1,1,1,1)
	_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0)
	_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
	_MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {}
	_BumpMap ("Normalmap", 2D) = "bump" {}
	_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
	[HideInInspector] _VTInfoBlock( "VT (auto)", Vector ) = ( 0, 0, 0, 0 )
}

SubShader {
	Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout" "Amplify"="True"}
	LOD 400
	
CGPROGRAM
#pragma surface surf BlinnPhong alphatest:_Cutoff
#pragma exclude_renderers flash
#pragma target 3.0
#pragma glsl
#pragma multi_compile _ _VT_SINGLE_MODE
#include "Shared.cginc"

sampler2D _MainTex;
sampler2D _BumpMap;
fixed4 _Color;
half _Shininess;

struct Input {
	float2 uv_MainTex;
	float2 uv_BumpMap;
};

void surf (Input IN, inout SurfaceOutput o) {
	VirtualCoord vcoord = VTComputeVirtualCoord( IN.uv_MainTex.xy );	
	fixed4 tex = VTSampleAlbedo( vcoord );
	o.Albedo = tex.rgb * _Color.rgb;
	o.Gloss = tex.a;
	o.Alpha = tex.a * _Color.a;
	o.Specular = _Shininess;
	o.Normal = UnpackNormal(VTSampleNormal( vcoord ));
}
ENDCG
}

FallBack "Amplify Texture/Legacy Shaders/Transparent/Cutout/VertexLit"
CustomEditor "VirtualMaterialEditor"
}
