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May 9th, 2017
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  1. Shader "CUSTOM/SpriteFloorDetail" {
  2. Properties {
  3. _Color ("Main Color", Color) = (1,1,1,1)
  4. _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
  5. }
  6.  
  7. SubShader {
  8. Tags
  9. {
  10. "Queue"="Transparent"
  11. "IgnoreProjector"="True"
  12. "RenderType"="Transparent"
  13. "PreviewType"="Plane"
  14. "CanUseSpriteAtlas"="True"
  15. }
  16.  
  17. Cull Off
  18. Lighting On
  19. ZWrite Off
  20. Fog { Mode Off }
  21. Blend One OneMinusSrcAlpha
  22. LOD 300
  23.  
  24. CGPROGRAM
  25. #pragma surface surf Lambert alpha
  26.  
  27. sampler2D _MainTex;
  28. sampler2D _BumpMap;
  29. fixed4 _Color;
  30.  
  31. struct Input {
  32. float2 uv_MainTex;
  33. float2 uv_BumpMap;
  34. };
  35.  
  36. void surf (Input IN, inout SurfaceOutput o) {
  37. fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
  38. o.Albedo = c.rgb;
  39. o.Alpha = c.a;
  40. o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
  41. }
  42. ENDCG
  43. }
  44.  
  45. FallBack "Transparent/Diffuse"
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