Shader "Legacy Shaders/Lightmapped/Bumped Diffuse" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_LightMap ("Lightmap (RGB)", 2D) = "black" {}
}
SubShader {
LOD 300
Tags { "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf Lambert
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv2_LightMap;
};
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _LightMap;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutput o)
{
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb * _Color;
half4 lm = tex2D (_LightMap, IN.uv2_LightMap);
o.Emission = lm.rgb*o.Albedo.rgb;
o.Alpha = lm.a * _Color.a;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
}
ENDCG
}
FallBack "Legacy Shaders/Lightmapped/Diffuse"
}
最終更新:2013年02月03日 11:47