Shader "Custom/14-7"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_bumpMap("NormalMap", 2D) = "white"{}
_RampTex("RampTex (RGB)", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Warp noambient
#pragma target 3.0
sampler2D _MainTex;
sampler2D _bumpMap;
sampler2D _RampTex;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
};
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
void surf(Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Normal = UnpackNormal(tex2D(_bumpMap, IN.uv_BumpMap));
o.Albedo = c.rgb;
o.Alpha = c.a;
}
float4 LightingWarp(SurfaceOutput s, float3 lightDir, float3 viewDir, float atten)
{
float nodtl = dot(s.Normal, -lightDir) * 0.5 + 0.5;
float4 ramp = tex2D(_RampTex, float2(nodtl, 0.9));
float4 final;
final.rgb = s.Albedo.rgb * ramp.rgb;
final.a = s.Alpha;
return final;//nodtl;
}
ENDCG
}
FallBack "Diffuse"
}