Created
December 7, 2013 15:34
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Unity Deferred Shader Test
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Shader "Leon/Test" { | |
Properties { | |
_MainTex ("Texture", 2D) = "white" {} | |
_Emissive ("Emissive", 2D) = "black" {} | |
_BumpMap ("Bumpmap", 2D) = "bump" {} | |
} | |
SubShader { | |
Tags { "RenderType" = "Opaque" } | |
CGPROGRAM | |
#pragma surface surf Leon | |
half4 LightingLeon_PrePass (SurfaceOutput s, half4 light) { | |
// your new code? | |
half4 c; | |
c.rgb = s.Albedo * light.rgb; | |
c.a = s.Alpha; | |
return c; | |
} | |
struct Input { | |
float2 uv_MainTex; | |
float2 uv_BumpMap; | |
}; | |
sampler2D _MainTex; | |
sampler2D _Emissive; | |
sampler2D _BumpMap; | |
void surf (Input IN, inout SurfaceOutput o) { | |
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb; | |
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap)); | |
float3 emissive = tex2D (_Emissive, IN.uv_MainTex).rgb; | |
o.Emission = emissive; | |
} | |
ENDCG | |
} | |
Fallback "Diffuse" | |
} |
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