天津23维预案
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Shader "MyShaders/DoubleSides/Bumped Diffuse Lighted" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_LightMap ("Lightmap (RGB)", 2D) = "black" {}
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Cull Off
LOD 300
Tags {"IgnoreProjector"="True" "RenderType" = "TransparentCutout" }
CGPROGRAM
#pragma surface surf Lambert alphatest:_Cutoff
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv2_LightMap;
};
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _LightMap;
float4 _Color;
void surf (Input IN, inout SurfaceOutput o)
{
half4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
half4 lm = tex2D (_LightMap, IN.uv2_LightMap);
o.Emission = lm.rgb*o.Albedo.rgb;
o.Alpha = c.a;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
}
ENDCG
}
FallBack "Transparent/Cutout/Diffuse"
}