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- Shader "AgasperShaders/TestShader" {
- Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
- _Shininess ("Shininess", Range (0.03, 1)) = 0.078125
- _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
- _BumpMap ("Normalmap", 2D) = "bump" {}
- _Amount ("Extrusion Amount", Range(-1,1)) = 0.5
- }
- SubShader {
- Tags { "RenderType"="Opaque" }
- CGPROGRAM
- #pragma surface surf BlinnPhong vertex:vert
- sampler2D _MainTex;
- sampler2D _BumpMap;
- fixed4 _Color;
- half _Shininess;
- float _Amount;
- void vert (inout appdata_full v) {
- v.vertex.xyz += v.normal * _Amount * v.vertex.xyz;
- }
- struct Input {
- float2 uv_MainTex;
- float2 uv_BumpMap;
- };
- void surf (Input IN, inout SurfaceOutput o) {
- fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
- o.Albedo = tex.rgb * _Color.rgb;
- o.Gloss = tex.rgb;
- o.Specular = _Shininess;
- o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
- }
- ENDCG
- }
- FallBack "Specular"
- }
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