Shader "Custom/12-2"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_RimColor("RimColor", Color) = (1,1,1,1)
_RimPower("RimPower", Range(1, 10)) = 3
_BumpMap ("NormalMap (RGB)", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
float4 _RimColor;
float _RimPower;
sampler2D _BumpMap;
struct Input
{
float2 uv_MainTex;
float3 viewDir;
float2 uv_BumpMap;
};
void surf(Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
o.Alpha = c.a;
float rim = dot(o.Normal, -IN.viewDir);
rim = max(0, rim);
o.Emission = pow(1 - rim, _RimPower) * _RimColor.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
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