天津23维预案
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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"
}