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- Shader "CUSTOM/SpriteFloorDetail" {
- Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
- }
- SubShader {
- Tags
- {
- "Queue"="Transparent"
- "IgnoreProjector"="True"
- "RenderType"="Transparent"
- "PreviewType"="Plane"
- "CanUseSpriteAtlas"="True"
- }
- Cull Off
- Lighting On
- ZWrite Off
- Fog { Mode Off }
- Blend One OneMinusSrcAlpha
- LOD 300
- CGPROGRAM
- #pragma surface surf Lambert alpha
- sampler2D _MainTex;
- sampler2D _BumpMap;
- fixed4 _Color;
- struct Input {
- float2 uv_MainTex;
- float2 uv_BumpMap;
- };
- void surf (Input IN, inout SurfaceOutput o) {
- fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
- o.Albedo = c.rgb;
- o.Alpha = c.a;
- o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
- }
- ENDCG
- }
- FallBack "Transparent/Diffuse"
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