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2024-08-23 15:49:34 +08:00

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Shader "Legacy Shaders/Self-Illumin/Bumped Diffuse" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_Illum ("Illumin (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_Emission ("Emission (Lightmapper)", Float) = 1.0
}
CGINCLUDE
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _Illum;
fixed4 _Color;
fixed _Emission;
struct Input {
float2 uv_MainTex;
float2 uv_Illum;
float2 uv_BumpMap;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
fixed4 c = tex * _Color;
o.Albedo = c.rgb;
o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a;
#if defined (UNITY_PASS_META)
o.Emission *= _Emission.rrr;
#endif
o.Alpha = c.a;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
}
ENDCG
SubShader {
Tags { "RenderType"="Opaque" }
LOD 300
CGPROGRAM
#pragma surface surf Lambert
#pragma target 3.0
ENDCG
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 300
CGPROGRAM
#pragma surface surf Lambert nodynlightmap
ENDCG
}
FallBack "Legacy Shaders/Self-Illumin/Diffuse"
CustomEditor "LegacyIlluminShaderGUI"
}