Shader "Custom/Stone"
{
Properties
{
[Header(...............................................................MainTex...............................................................)]
_MainTex("MainTex", 2D) = ""{}
_Color("Color", Color) = (1,1,1,1)
[Header(...............................................................Normal...............................................................)]
_NormalTex("NormalTex", 2D) = ""{}
_NormalIntensity("NormalIntensity", Range(-2,2)) = 1
[Header(...............................................................Specular...............................................................)]
_SpecularPow("SpecularPow", Range(0,256)) = 10
_SpecularColor("SpecularColor", Color) = (1,1,1,1)
_SpecularIntensity("SpecularIntensity", Range(0,1)) = 1
[Header(...............................................................Rim...............................................................)]
_RimPow("RimPow", Range(0,50)) = 1
_RimColor("RimColor", Color) = (1,1,1,1)
_RimIntensity("RimIntensity", Range(0,1)) = 1
[Header(..............................................................._Snow...............................................................)]
_Snow("Snow", Range(0,1)) = 0
_SnowColor("SnowColor", Color) = (1,1,1,1)
_SnowDir("SnowDir", vector) = (0,1,0)
}
SubShader
{
Tags{"RenderType"="Opaque" "Queue"="Transparent"}
// pass
// {
// Tags{"LightMode"="ForwardBase"}
// CGPROGRAM
// #pragma vertex vert
// #pragma fra