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滚动光效shader
Shader "Custom/LightMove" {Properties {_MainTex ("Base (RGB)", 2D) = "white" {}_BumpMap ("BumpMap", 2D) = "bump" {}_Shiness ("Base (BA)", 2D) = "white" {}_Color("Main Color",Color) = (1,1,1,0)_RimPower ("Rim Power", Range(0.5,8.0)) = 3.0}SubShader {Tags { "RenderType"="Opaque" }LOD 200CGPROGRAM#pragma surface surf Lambertsampler2D _MainTex;sampler2D _BumpMap;sampler2D _Shiness;float _RimPower;fixed4 _Color;struct Input {float2 uv_MainTex;float2 uv_BumpMap;float2 uv_Shiness;float3 viewDir;};void surf (Input IN, inout SurfaceOutput o) {float b = IN.uv_Shiness.x + 5 * _Time;float2 e = float2(b,IN.uv_Shiness.y);half4 c = tex2D (_MainTex, IN.uv_MainTex);half4 d = tex2D (_Shiness, e);o.Albedo = c.rgb;o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));o.Emission =d.rgb * _Color.rgb * pow (rim, _RimPower);o.Alpha = c.a;}ENDCG} FallBack "Diffuse"}
滚动光效shader
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