Shader "Hidden/RimLightSpecBump" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0) _RimPower ("Rim Power", Range(0.5,8.0)) = 2.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 400 CGPROGRAM #pragma surface surf BlinnPhong #pragma target 3.0 sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; half _Shininess; float4 _RimColor; float _RimPower; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float3 viewDir; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); half rim = 1 - saturate(dot (normalize(IN.viewDir), o.Normal)); o.Emission = _RimColor.rgb * pow (rim, _RimPower); } ENDCG } FallBack "Specular" }