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- Shader "Alpha/VertexLit Colored" {
- Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
- }
- SubShader {
- Tags {
- "Queue" = "Transparent"
- "RenderType" = "Transparent"
- }
- CGPROGRAM
- #pragma surface surf Lambert alpha
- struct Input {
- float4 color : color;
- float2 uv_mainTex;
- };
- sampler2D _MainTex;
- fixed4 _Color;
- void surf(Input IN, inout SurfaceOutput o) {
- o.Albedo = tex2D(_MainTex, IN.uv_mainTex).rgb * IN.color.rgb * _Color.rgb;
- o.Alpha = tex2D(_MainTex, IN.uv_mainTex).a * IN.color.a * _Color.a;
- o.Specular = 0.2;
- o.Gloss = 1.0;
- }
- ENDCG
- }
- Fallback "Alpha/VertexLit", 1
- }
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