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