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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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