Shader "LitSphere"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_MianTint("MainTint", Color) = (1, 1, 1, 1)
_NormalMap("NormalMap", 2D) = "bump" {}
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
}
LOD 200
CGPROGRAM
#pragma surface surf Unlit vertex : vert
inline half4 LightingUnlit(SurfaceOutput s, fixed3 lightDir, fixed atten)
{
half4 c = half4(1, 1, 1, 1);
c.rgb = s.Albedo;
c.a = s.Alpha;
return c;
}
sampler2D _MainTex;
float4 _MainTint;
sampler2D _NormalMap;
struct Input
{
float2 uv_MainTex;
float2 uv_NormalMap;
float3 tan1;
float3 tan2;
};
void vert(inout appdata_full
光照模型 - 发光球体光照模型
最新推荐文章于 2023-06-20 12:28:05 发布
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