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- Shader "Sprites/Bumpmapped"
- {
- Properties
- {
- [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
- _Color ("Tint", Color) = (1,1,1,1)
- [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
- }
- SubShader
- {
- Tags
- {
- "Queue"="Transparent"
- "IgnoreProjector"="True"
- "RenderType"="Transparent"
- "PreviewType"="Plane"
- "CanUseSpriteAtlas"="True"
- }
- LOD 300
- Cull Off
- Lighting Off
- ZWrite Off
- Fog { Mode Off }
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma surface surf Lambert alpha vertex:vert
- #pragma multi_compile DUMMY PIXELSNAP_ON
- sampler2D _MainTex;
- fixed4 _Color;
- struct Input
- {
- float2 uv_MainTex;
- fixed4 color;
- };
- void vert (inout appdata_full v, out Input o)
- {
- #if defined(PIXELSNAP_ON) && !defined(SHADER_API_FLASH)
- v.vertex = UnityPixelSnap (v.vertex);
- #endif
- v.normal = float3(0,0,-1);
- v.tangent = float4(1, 0, 0, -1);
- UNITY_INITIALIZE_OUTPUT(Input, o);
- o.color = _Color;
- }
- void surf (Input IN, inout SurfaceOutput o)
- {
- fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color;
- o.Albedo = c.rgb;
- o.Alpha = c.a;
- o.Normal = UnpackNormal(tex2D(_MainTex, IN.uv_MainTex+float2(0.5, 0)));
- }
- ENDCG
- }
- Fallback "Sprites/Diffuse"
- }
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