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