_Color("Color Tint",Color) = (1,1,1,1)
_RampTex("Ramp Tex",2D) = "white"{}
_Specular...("Specular",Color) = (1,1,1,1)
_Gloss("Gloss",Range(8.0,256)) = 20
}
SubShader{...fixed4 _Color;
sampler2D _RampTex;
float4 _RampTex_ST;
fixed4 _Specular...= _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);...return fixed4(specular + diffuse + ambient, 1.0);
}
ENDCG