ToriaAssets/Sources/Shaders/SelfIllumin-Overlay.shader

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2026-05-19 12:20:15 +02:00
Shader "Ian's Fire Pack/Self-Illumin-Overlay" {
Properties {
_Color ("Illum Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Alum(A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_Mask ("Overlay Mask (A)", 2D) = "white" {}
_Overlay ("Overlay (RGB)", 2D) = "white" {}
_OverlayColor ("Overlay Color", Color) = (1,1,1,1)
_ScrollSpeed ("ScrollSpeed (Overlay)", Float) = 1.0
_OverlayScale ("Overlay Scale", Range(0.0, 5.0)) = 1.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
fixed4 _Color;
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _Mask;
sampler2D _Overlay;
fixed4 _OverlayColor;
fixed _ScrollSpeed;
fixed _OverlayScale;
struct Input {
float2 uv_MainTex;
float2 uv_Overlay;
float2 uv_BumpMap;
INTERNAL_DATA
float3 worldNormal;
float3 worldPos;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
fixed mask = tex2D(_Mask, IN.uv_MainTex).a;
fixed4 c = tex;
float3 worldNormalVector = WorldNormalVector (IN, float3( 0, 0, 1 ));
fixed3 overlayX= tex2D(_Overlay, IN.worldPos.zy*_OverlayScale + float2(0, -_Time.x*_ScrollSpeed)).rgb*_OverlayColor * pow(abs(worldNormalVector.x), 2);
fixed3 overlayZ= tex2D(_Overlay, IN.worldPos.xy*_OverlayScale + float2(0, -_Time.x*_ScrollSpeed)).rgb*_OverlayColor * pow(abs(worldNormalVector.z), 2);
o.Albedo = c.rgb;
o.Emission = c.rgb * c.a * 3 * _Color + (overlayX + overlayZ)*mask*2;;
o.Alpha = c.a;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
}
ENDCG
}
FallBack "Legacy Shaders/Self-Illumin/VertexLit"
CustomEditor "LegacyIlluminShaderGUI"
}