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Support / Re: 2D Sprites with Normals and shadows
« on: December 07, 2013, 11:59:50 am »
Never mind, got it working.
Made some modifications comparing it to the Transparent/CutOut/Bumped Diffuse shader. The final code below. Thanks!
Made some modifications comparing it to the Transparent/CutOut/Bumped Diffuse shader. The final code below. Thanks!
Code: [Select]
Shader "Transparent/Bumped Diffuse with Shadow" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_Cutoff("Cutoff", Float) = 0.01
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="TransparentCutOut" }
LOD 300
CGPROGRAM
#pragma surface surf Lambert addshadow alphatest:_Cutoff
sampler2D _MainTex;
sampler2D _BumpMap;
fixed4 _Color;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Transparent/Diffuse"
}