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Shader "Custom/Fat" {
Properties {
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Amount ("Extrustion Amount" , Range(0,0.3)) = 0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows vertex:vert
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
float _Amount;
struct Input {
float2 uv_MainTex;
};
void vert(inout appdata_full v)
{
v.vertex.xyz += v.normal * _Amount;
}
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb;
}
ENDCG
}
FallBack "Diffuse"
}
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