Shader "Example/Rim" { Properties{ _MainTex("Texture", 2D) = "white" {} _BumpMap("Bumpmap", 2D) = "bump" {} _RimColor("Rim Color", Color) = (0.26,0.19,0.16,0.0) _RimPower("Rim Power", Range(0.5,8.0)) =0.5 } SubShader{ Tags{ "RenderType" = "Opaque" } CGPROGRAM #pragma surface surf Lambert struct Input { float2 uv_MainTex; float2 uv_BumpMap; float3 viewDir; }; sampler2D _MainTex; sampler2D _BumpMap; float4 _RimColor; float _RimPower; void surf(Input IN, inout SurfaceOutput o) { o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb; 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" }