Shader "MK/Glow/Selective/Legacy/Transparent/DiffuseBumped" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,0.25)
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_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
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_BumpMap ("Normalmap", 2D) = "bump" {}
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_MKGlowColor ("Glow Color", Color) = (1,1,1,0.5)
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_MKGlowPower ("Glow Power", Range(0.0,5.0)) = 2.5
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_MKGlowTex ("Glow Texture", 2D) = "white" {}
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_MKGlowTexColor ("Glow Texture Color", Color) = (1,1,1,0.25)
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_MKGlowTexStrength ("Glow Texture Strength ", Range(0.0,10.0)) = 1.0
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}
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SubShader {
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="MKGlowLegacy"}
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LOD 300
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CGPROGRAM
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#pragma surface surf Lambert alpha:fade
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#pragma target 2.0
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sampler2D _MainTex;
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sampler2D _BumpMap;
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fixed4 _Color;
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sampler2D _MKGlowTex;
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half _MKGlowTexStrength;
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fixed4 _MKGlowTexColor;
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struct Input {
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float2 uv_MainTex;
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float2 uv_BumpMap;
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float2 uv_MKGlowTex;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
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fixed3 d = tex2D(_MKGlowTex, IN.uv_MKGlowTex) * _MKGlowTexColor;
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c.rgb += (d.rgb * _MKGlowTexStrength);
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o.Albedo = c.rgb;
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o.Alpha = c.a;
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o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
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}
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ENDCG
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}
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FallBack "Legacy Shaders/Transparent/Diffuse"
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}
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