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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"
- }
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