Shader "Diffuse Detail" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_Detail ("Detail (RGB)", 2D) = "gray" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 250
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
sampler2D _Detail;
fixed4 _Color;
struct Input {
float2 uv_MainTex;
float2 uv_Detail;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
c.rgb *= tex2D(_Detail,IN.uv_Detail).rgb*2;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Diffuse"
}
最終更新:2013年02月02日 01:38