Shader "Self-Illumin/Parallax Diffuse" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_Parallax ("Height", Range (0.005, 0.08)) = 0.02
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
_Illum ("Illumin (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_ParallaxMap ("Heightmap (A)", 2D) = "black" {}
_EmissionLM ("Emission (Lightmapper)", Float) = 0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 500
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _ParallaxMap;
sampler2D _Illum;
fixed4 _Color;
float _Parallax;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv_Illum;
float3 viewDir;
};
void surf (Input IN, inout SurfaceOutput o) {
half h = tex2D (_ParallaxMap, IN.uv_BumpMap).w;
float2 offset = ParallaxOffset (h, _Parallax, IN.viewDir);
IN.uv_MainTex += offset;
IN.uv_BumpMap += offset;
IN.uv_Illum += offset;
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Emission = c.rgb * UNITY_SAMPLE_1CHANNEL(_Illum, IN.uv_Illum);
o.Alpha = c.a;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
}
ENDCG
}
FallBack "Self-Illumin/Bumped Diffuse"
}
最終更新:2013年02月03日 11:10