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" }