38 lines
1.0 KiB
Plaintext
38 lines
1.0 KiB
Plaintext
Shader "Oculus/Hands_DiffuseBump" {
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Properties {
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_Shininess ("Shininess", Range (0.01, 3)) = 1
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_MyColor ("Shine Color", Color) = (1,1,1,1)
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_Bump ("Bump", 2D) = "bump" {}
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 200
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CGPROGRAM
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#pragma surface surf Lambert
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sampler2D _MainTex;
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sampler2D _Bump;
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float _Shininess;
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fixed4 _MyColor;
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struct Input {
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float2 uv_MainTex;
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float2 uv_Bump;
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float3 viewDir;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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half4 c = tex2D (_MainTex, IN.uv_MainTex);
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o.Normal = UnpackNormal(tex2D(_Bump, IN.uv_Bump));
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half factor = dot(normalize(IN.viewDir),o.Normal);
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o.Albedo = c.rgb+_MyColor*(_Shininess-factor*_Shininess);
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o.Emission.rgb = _MyColor*(_Shininess-factor*_Shininess);
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o.Alpha = c.a;
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}
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ENDCG
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}
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FallBack "Diffuse"
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} |