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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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