I_Jemin

Init with basic Lambert Shaders

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14 +
15 + struct Input {
16 + float2 uv_MainTex;
17 + float2 uv_NormalMap;
18 + };
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22 + fixed4 c = tex2D(_MainTex,IN.uv_MainTex);
23 + o.Albedo = c.rgb;
24 + o.Alpha = c.a;
25 + }
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28 + {
29 + float brightness = dot(s.Normal,lightDir);
30 + return fixed4(s.Albedo * brightness * _LightColor0.rgb * atten,s.Alpha);
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1 +Shader "I_Jemin/HalfLambert" {
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4 + _NormalMap("Noraml Map",2D) = "white" {}
5 + }
6 + SubShader {
7 + Tags { "RenderType"="Opaque" }
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9 + CGPROGRAM
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12 + sampler2D _MainTex;
13 + sampler2D _NormalMap;
14 +
15 + struct Input {
16 + float2 uv_MainTex;
17 + float2 uv_NormalMap;
18 + };
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21 + o.Normal = UnpackNormal(tex2D(_NormalMap,IN.uv_NormalMap));
22 + fixed4 c = tex2D(_MainTex,IN.uv_MainTex);
23 + o.Albedo = c.rgb;
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28 + {
29 + float brightness = dot(s.Normal,lightDir);
30 + // Half Lambert
31 + brightness = brightness * 0.5 + 0.5;
32 +
33 + return fixed4(s.Albedo * brightness * _LightColor0.rgb * atten,s.Alpha);
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11 + CGPROGRAM
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14 + sampler2D _MainTex;
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17 + float _RimPow;
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19 + struct Input {
20 + float2 uv_MainTex;
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27 + fixed4 c = tex2D(_MainTex,IN.uv_MainTex);
28 + o.Albedo = c.rgb;
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32 + rimBrightness = 1 - rimBrightness;
33 + rimBrightness = pow(rimBrightness,_RimPow);
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35 + // Don't draw rim when light is off
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39 +
40 +
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