Game Development Reference
In-Depth Information
Next, we use diff to calculate the ramp texture, _Ramp , to get the color result by using the
tex2D() funcion ( fixed3 ramp = tex2D (_Ramp, float2(diff, diff)).rgb; ).
Then we muliply this value with the difuse color and light color ( fixed3 rampDiffuse =
s.Albedo * _LightColor0.rgb * ramp; ), and we will get a result which is different
from the previous secion, as shown in the following screenshot:
 
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