12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455 |
- //Hard Surface Shader Package, Written for the Unity engine by Bruno Rime: http://www.behance.net/brunorime brunorime@gmail.com
- Shader "Hidden/Hardsurface Pro Front Opaque Bump"{
- SubShader { // Shader model 3
- // Front Faces pass
-
- //Tags {"Queue"="Geometry" "RenderType"="Opaque" "IgnoreProjector"="False" }
- zwrite on Cull Back Ztest Lequal
- Blend off
- colormask RGBA
-
- CGPROGRAM
-
- #define HardsurfaceOpaque
- #define HardsurfaceDiffuse
- #define HardsurfaceNormal
- #define ShaderModel3
-
- #pragma target 3.0
- #include "HardSurfaceLighting.cginc"
- #include "HardSurface.cginc"
- #pragma surface surf BlinnPhongHardsurfaceFront
-
- ENDCG
-
- }
- SubShader { // Shader Model 2
- // Front Faces pass
-
- //Tags {"Queue"="Geometry" "RenderType"="Opaque" "IgnoreProjector"="False" }
- zwrite on Cull Back Ztest Lequal
- Blend off
- colormask RGBA
-
- CGPROGRAM
-
- #define HardsurfaceOpaque
- #define HardsurfaceDiffuse
- #define HardsurfaceNormal
-
- #include "HardSurfaceLighting.cginc"
- #include "HardSurface.cginc"
- #pragma surface surf BlinnPhongHardsurfaceFrontSM2
-
- ENDCG
-
- }
- Fallback "Diffuse"
- }
|