RimLight_Lambert.shader
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Shader "I_Jemin/Lambert/RimLight" {
Properties {
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_NormalMap("Noraml Map",2D) = "white" {}
_RimColor("Rim Color",Color) = (1,1,1,1)
_RimPow("Rim Thinness",Range(0,10)) = 2
}
SubShader {
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
sampler2D _NormalMap;
fixed4 _RimColor;
float _RimPow;
struct Input {
float2 uv_MainTex;
float2 uv_NormalMap;
float3 viewDir;
};
void surf (Input IN, inout SurfaceOutput o) {
o.Normal = UnpackNormal(tex2D(_NormalMap,IN.uv_NormalMap));
fixed4 c = tex2D(_MainTex,IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
float rimBrightness = dot(o.Normal,IN.viewDir);
rimBrightness = 1 - rimBrightness;
rimBrightness = pow(rimBrightness,_RimPow);
// Don't draw rim when light is off
o.Emission = _RimColor * rimBrightness * _LightColor0;
}
ENDCG
}
FallBack "Diffuse"
}