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- Shader "Custom/InnerGlow" {
- Properties{
- _MainTex("Diffuse(RGB) Spec(A)", 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)) = 3.0
- _SpecColor("Specular Color", Color) = (0.5,0.5,0.5,1)
- _Shininess("Shininess", Range(0.01, 1)) = 0.078125
- }
- SubShader{
- Tags{ "RenderType" = "Opaque" }
- CGPROGRAM
- #pragma surface surf NoLighting
- float _Shininess;
- half4 LightingSimpleSpecular(SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) {
- half3 h = normalize(lightDir + viewDir);
- half diff = max(0, dot(s.Normal, lightDir));
- float nh = max(0, dot(s.Normal, h));
- float spec = pow(nh, 48.0);
- half4 c;
- c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec * s.Alpha * _Shininess * _SpecColor) * (atten * 2);
- c.a = s.Alpha;
- return c;
- }
- 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);
- o.Alpha = tex2D(_MainTex, IN.uv_MainTex).a;
- }
- fixed4 LightingNoLighting(SurfaceOutput s, fixed3 lightDir, fixed atten)
- {
- fixed4 c;
- c.rgb = s.Albedo;
- c.a = s.Alpha;
- return c;
- }
- ENDCG
- }
- Fallback "Diffuse"
- }
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