35 lines
1.0 KiB
Plaintext
35 lines
1.0 KiB
Plaintext
Shader "Custom/RimGlowShader" {
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Texture", 2D) = "white" {}
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_BumpMap ("Bumpmap", 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)) = 3.0
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}
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SubShader {
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Tags { "RenderType" = "Opaque" }
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CGPROGRAM
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#pragma surface surf Lambert
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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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sampler2D _MainTex;
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sampler2D _BumpMap;
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fixed4 _Color;
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float4 _RimColor;
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float _RimPower;
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void surf (Input IN, inout SurfaceOutput o) {
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
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half rim = 1.0 - 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 "Diffuse"
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}
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