
Shader "RimAlpha" { 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 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 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" }