Shader "Custom/lookSuface"
{
Properties
{
_Color ("Main Color",Color) = (1,1,1,1)
_MainTex("Base (RGB)",2D) = "white"{}
_BumpMap("Normalmap",2D) = "bump" {}
}
SubShader
{
Tags{"RenderType" = "Opaque"}
LOD 300
CGPROGRAM
#pragma surface surf Lambert //定义表面着色函数,指定使用兰伯特光照模型
#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
fixed4 _Color;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
};
void surf(Input IN, inout SurfaceOutput o)
{
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = tex.rgb * _Color.rgb;
o.Alpha = tex.a * _Color.a;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
}
ENDCG
}
FallBack "Diffuse"
}
