Shader "Oculus/Hands_DiffuseBump" { Properties { _Shininess ("Shininess", Range (0.01, 3)) = 1 _MyColor ("Shine Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _Bump ("Bump", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; sampler2D _Bump; float _Shininess; fixed4 _MyColor; struct Input { float2 uv_MainTex; float2 uv_Bump; float3 viewDir; }; void surf (Input IN, inout SurfaceOutput o) { half4 c = tex2D (_MainTex, IN.uv_MainTex); o.Normal = UnpackNormal(tex2D(_Bump, IN.uv_Bump)); half factor = dot(normalize(IN.viewDir),o.Normal); o.Albedo = c.rgb+_MyColor*(_Shininess-factor*_Shininess); o.Emission.rgb = _MyColor*(_Shininess-factor*_Shininess); o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }