Shader "Custom/LightMove" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _BumpMap ("BumpMap", 2D) = "bump" {} _Shiness ("Base (BA)", 2D) = "white" {} _Color("Main Color",Color) = (1,1,1,0) _RimPower ("Rim Power", Range(0.5,8.0)) = 3.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; sampler2D _BumpMap; sampler2D _Shiness; float _RimPower; fixed4 _Color; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float2 uv_Shiness; float3 viewDir; }; void surf (Input IN, inout SurfaceOutput o) { float b = IN.uv_Shiness.x + 5 * _Time; float2 e = float2(b,IN.uv_Shiness.y); half4 c = tex2D (_MainTex, IN.uv_MainTex); half4 d = tex2D (_Shiness, e); o.Albedo = c.rgb; o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap)); half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal)); o.Emission =d.rgb * _Color.rgb * pow (rim, _RimPower); o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }