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:
oogushiyuuga
2026-07-01 16:23:04 +09:00
parent 30ce9cbd0e
commit 4d3fee6ca5
473 changed files with 6618 additions and 24665 deletions

View 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"
}