いろいろやってみた
Playerが蜘蛛にめり込まないようにしたい
This commit is contained in:
48
Assets/Spider Infestation/Shaders/Normal-BumpSpecRim.shader
Normal file
48
Assets/Spider Infestation/Shaders/Normal-BumpSpecRim.shader
Normal file
@@ -0,0 +1,48 @@
|
||||
Shader "Bumped Specular Rim" {
|
||||
Properties {
|
||||
_Color ("Main Color", Color) = (1,1,1,1)
|
||||
_SpecColorTexture ("Specular Color",2D) = "black" {}
|
||||
_Shininess ("Shininess", Range (0.03, 1)) = 0.078125
|
||||
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
|
||||
_BumpMap ("Normalmap", 2D) = "bump" {}
|
||||
_RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0)
|
||||
_RimPower ("Rim Power", Range(0.5,8.0)) = 3.0
|
||||
}
|
||||
SubShader {
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 400
|
||||
|
||||
CGPROGRAM
|
||||
#pragma surface surf BlinnPhong
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _BumpMap;
|
||||
sampler2D _SpecColorTexture;
|
||||
fixed4 _Color;
|
||||
half _Shininess;
|
||||
float4 _RimColor;
|
||||
float _RimPower;
|
||||
|
||||
struct Input {
|
||||
float2 uv_MainTex;
|
||||
float2 uv_BumpMap;
|
||||
float3 viewDir;
|
||||
};
|
||||
|
||||
void surf (Input IN, inout SurfaceOutput o) {
|
||||
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
|
||||
_SpecColor = tex2D(_SpecColorTexture, IN.uv_MainTex);
|
||||
o.Albedo = tex.rgb * _Color.rgb;
|
||||
o.Gloss = tex.a;
|
||||
o.Alpha = tex.a * _Color.a;
|
||||
o.Specular = _Shininess;
|
||||
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
|
||||
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
|
||||
o.Emission = _RimColor.rgb * pow (rim, _RimPower);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
FallBack "Specular"
|
||||
}
|
||||
Reference in New Issue
Block a user