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" }