Shader "Custom/KeyboardShader" {
	Properties{
	  _MainTex("Texture", 2D) = "white" {}
	  _Amount("Extrusion Amount", Range(-1,1)) = 0.5
	  _Bling("Bling Amount", Range(0,1)) = 0.5
	}
		SubShader{
		  Tags { "RenderType" = "Opaque" }
		  CGPROGRAM
		  #pragma surface surf Lambert vertex:vert
		  struct Input {
			  float2 uv_MainTex;
		  };

		float _Bling;
		float _Amount;
		void vert(inout appdata_full v) {

			//v.vertex.xyz += v.normal * _Amount;
		}
		sampler2D _MainTex;
		void surf(Input IN, inout SurfaceOutput o) {
			//o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb;
			float val = 1-tex2D(_MainTex, IN.uv_MainTex).r;
			o.Emission = step(val, _Bling);
			//o.
			o.Albedo = float4(0.9f,0.9f,0.9f, 1);
		}
		ENDCG
	  }
		  Fallback "Diffuse"
}