Shader "Transparent/Bumped Diffuse" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 300
CGPROGRAM
#pragma surface surf Lambert alpha
sampler2D _MainTex;
sampler2D _BumpMap;
fixed4 _Color;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
}
ENDCG
}
FallBack "Transparent/Diffuse"
}
最終更新:2013年02月03日 11:16