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Shader "Custom/ItemGlow" {
Properties {
_ColorTint("Color Tint", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_BumpMap("Normal Map", 2D) = "bump" {}
_RimColor("Rim Color", Color) = (1,1,1,1)
_RimPower("Rim Power", Range(1.0,6.0)) = 3.0
}
SubShader {
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf Lambert
struct Input {
float4 color : Color;
float2 uv_MainTex;
float2 uv_BumpMap;
float3 viewDir;
};
float4 _ColorTint;
sampler2D _MainTex;
sampler2D _BumpMap;
float4 _RimColor;
float _RimPower;
void surf (Input IN, inout SurfaceOutput o) {
IN.color = _ColorTint;
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb * IN.color;
o.Normal = UnpackNormal (tex2D(_BumpMap, IN.uv_BumpMap));
half rim = 1.0 -saturate(dot(normalize(IN.viewDir), o.Normal));
o.Emission= _RimColor.rgb * pow(rim, _RimPower);
}
ENDCG
}
FallBack "Diffuse"
}