Created
June 12, 2014 23:10
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Self Lit, Alpha channel (global), Texture & Bump mapping mapped to UV, Mask mapped to UV2
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Shader "Custom/Shader4SWithNormal" { | |
Properties { | |
_MainTex ("Texture", 2D) = "white" { } | |
_Mask ("Mask", 2D) = "white" {} | |
_Alpha ("Alpha", Range(0.0,1.0)) = 1.0 | |
_BumpMap ("Normal Map", 2D) = "bump" {} | |
_Illum ("Illumin (A)", 2D) = "white" {} | |
} | |
SubShader { | |
Tags { | |
"Queue"="Transparent" | |
"IgnoreProjector"="False" | |
"RenderType"="Transparent" | |
} | |
CGPROGRAM | |
#pragma surface surf Lambert alpha | |
sampler2D _MainTex; | |
sampler2D _BumpMap; | |
sampler2D _Illum; | |
sampler2D _Mask; | |
half _Alpha; | |
struct Input { | |
float2 uv_MainTex; | |
float2 uv_Illum; | |
float2 uv_BumpMap; | |
float2 uv2_Mask; | |
}; | |
void surf (Input IN, inout SurfaceOutput o) { | |
fixed4 c = tex2D(_MainTex, IN.uv_MainTex); | |
o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a; | |
o.Albedo = c.rgb; | |
o.Alpha = (tex2D(_Mask, IN.uv2_Mask).a * c.a) * _Alpha; | |
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); | |
} | |
ENDCG | |
} | |
Fallback "Custom/Shader4S" | |
} |
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