Shader "Custom/12-3-2"
{
Properties
{
_BumpMap("NormalMap (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 _CustomLight noambient alpha:auto
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _BumpMap;
struct Input
{
float3 viewDir;
float3 worldPos;
float2 uv_BumpMap;
};
#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)
{
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
float rim = dot(o.Normal, -IN.viewDir);
rim = pow(1 - rim, 3) + pow(frac(IN.worldPos.g * 3 - _Time.y), 30);
o.Emission = float3(0, 1, 0);
o.Alpha = rim;
}
float4 Lighting_CustomLight(SurfaceOutput s, float3 lightDir, float3 viewDir, float atten)
{
return float4(0, 0, 0, s.Alpha);
}
ENDCG
}
FallBack "Diffuse"
}