Shader "Yurowm/SkinShader" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType" = "Opaque" } Cull Back CGPROGRAM #pragma surface surf Lambert struct Input { float2 uv_MainTex; float3 viewDir; }; sampler2D _MainTex; void surf (Input IN, inout SurfaceOutput o) { half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal)); float3 c = tex2D (_MainTex, IN.uv_MainTex); o.Albedo = c.rgb/2; o.Emission = lerp(0.2, 1.0, pow (rim, 2)) * c.rgb; } ENDCG } Fallback "Diffuse" }