Shader "Reflective/Diffuse Reflection Spec Transp" {
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
	_ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
	_MainTex ("Base (RGB) RefStrength+Gloss (A)", 2D) = "white" {} 
	_Cube ("Reflection Cubemap", Cube) = "_Skybox" { TexGen CubeReflect }
}
SubShader {
	LOD 300
	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transperant" }
	
CGPROGRAM
#pragma surface surf BlinnPhong alpha

sampler2D _MainTex;
samplerCUBE _Cube;

fixed4 _Color;
fixed4 _ReflectColor;
half _Shininess;

struct Input {
	float2 uv_MainTex;
	float3 worldRefl;
};

void surf (Input IN, inout SurfaceOutput o) {
	fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
	fixed4 c = tex * _Color;
	o.Albedo = c.rgb;
	o.Gloss = tex.a;
	fixed4 reflcol = texCUBE (_Cube, IN.worldRefl);
	reflcol *= tex.a;
	o.Alpha = _Color.a;
	o.Specular = _Shininess;
	o.Emission = reflcol.rgb * _ReflectColor.rgb * tex.a;
	
}
ENDCG
}
	
FallBack "Reflective/VertexLit"
}