Shader "Custom/iceTrans"
{
Properties
{
_Color("Main Color",Color) = (1,1,1,1)
_MainTex("BaseTex",2D) = "white"{}
_BumpMap("Normalmap",2D) = "bump"{}
_BumpAmt("Distortion",range(0,2)) = 0.1
}
SubShader
{
Tags{"Queue" = "Transparent" "RenderType" = "Opaque"}
ZWrite off
CGPROGRAM
#pragma surface surf Lambert nolightmap nodirlightmap alpha:blend
sampler2D _BumpMap;
sampler2D _MainTex;
float4 _Color;
float _BumpAmt;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
};
void surf (Input IN,inout SurfaceOutput o)
{
fixed3 nor = UnpackNormal(tex2D(_BumpMap,IN.uv_BumpMap));
fixed4 trans = tex2D(_MainTex,IN.uv_MainTex+nor.xy*_BumpAmt)*_Color;
o.Albedo = trans.rgb;
o.Alpha = trans.a;
o.Emission = trans;
}
ENDCG
}
}
{
Properties
{
_Color("Main Color",Color) = (1,1,1,1)
_MainTex("BaseTex",2D) = "white"{}
_BumpMap("Normalmap",2D) = "bump"{}
_BumpAmt("Distortion",range(0,2)) = 0.1
}
SubShader
{
Tags{"Queue" = "Transparent" "RenderType" = "Opaque"}
ZWrite off
CGPROGRAM
#pragma surface surf Lambert nolightmap nodirlightmap alpha:blend
sampler2D _BumpMap;
sampler2D _MainTex;
float4 _Color;
float _BumpAmt;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
};
void surf (Input IN,inout SurfaceOutput o)
{
fixed3 nor = UnpackNormal(tex2D(_BumpMap,IN.uv_BumpMap));
fixed4 trans = tex2D(_MainTex,IN.uv_MainTex+nor.xy*_BumpAmt)*_Color;
o.Albedo = trans.rgb;
o.Alpha = trans.a;
o.Emission = trans;
}
ENDCG
}
}