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- Shader "Custom" {
- Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- _Color2 ("Main Color2", Color) = (1,1,1,
- _MainTex ("Base (RGB) Trans (A)", 2D) = "black" {}
- _MyTexture ("B", 2D) = "white" {}
- }
- SubShader {
- Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
- LOD 200
- Pass {
- SetTexture[_MainTex]
- SetTexture[_MyTexture] {
- Combine texture Lerp(constant) previous
- }
- }
- CGPROGRAM
- #pragma surface surf Lambert alpha
- sampler2D _MainTex;
- fixed4 _Color;
- sampler2D _MyTexture;
- fixed4 _Color2;
- struct Input {
- float2 uv_MainTex;
- float2 uv_MyTexture;
- };
- void surf (Input IN, inout SurfaceOutput o) {
- fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
- fixed4 d = tex2D(_MyTexture, IN.uv_MyTexture) * _Color2;
- o.Albedo = c.rgb * (d.rgb*2);
- o.Alpha = d.a;
- }
- ENDCG
- }
- Fallback "Transparent/VertexLit"
- }
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