Shader "Custom/12-3"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Lambert noambient alpha:auto
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
float3 viewDir;
};
#pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf(Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
float rim = dot(o.Normal, -IN.viewDir);
rim = pow(1 - rim, 3);
o.Emission = float3(0, 1, 0);
o.Alpha = rim *abs(sin(_Time.y));
}
ENDCG
}
FallBack "Diffuse"
}