Shader "RimAlhpa" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_BumpMap ("Bumpmap", 2D) = "bump" {}
_RimColor ("Rim Color", Color) = (0.231,0.933,0.890,0.5)
_RimPower ("Rim Power", Range(0.5,8.0)) = 1.0
_Color ("Main Color", Color) = (1,1,1,1)
}
SubShader {
Tags {
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
ZWrite Off
Blend SrcAlpha One
AlphaTest Greater .01
CGPROGRAM
#pragma surface surf BlinnPhong alphatest:_Cutoff
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float3 viewDir;
};
sampler2D _MainTex;
sampler2D _BumpMap;
float4 _RimColor;
float _RimPower;
void surf (Input IN, inout SurfaceOutput o) {
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
o.Alpha = pow (rim, _RimPower);
o.Emission = _RimColor.rgb * pow (rim, _RimPower) * 1;
}
ENDCG
}
Fallback "Diffuse"
}