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1 | Shader "Custom" { | |
2 | ||
3 | Properties { | |
4 | ||
5 | _Color ("Main Color", Color) = (1,1,1,1) | |
6 | _Color2 ("Main Color2", Color) = (1,1,1, | |
7 | _MainTex ("Base (RGB) Trans (A)", 2D) = "black" {} | |
8 | _MyTexture ("B", 2D) = "white" {} | |
9 | } | |
10 | SubShader { | |
11 | ||
12 | Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} | |
13 | LOD 200 | |
14 | Pass { | |
15 | SetTexture[_MainTex] | |
16 | SetTexture[_MyTexture] { | |
17 | Combine texture Lerp(constant) previous | |
18 | } | |
19 | ||
20 | } | |
21 | ||
22 | CGPROGRAM | |
23 | #pragma surface surf Lambert alpha | |
24 | ||
25 | sampler2D _MainTex; | |
26 | fixed4 _Color; | |
27 | ||
28 | sampler2D _MyTexture; | |
29 | fixed4 _Color2; | |
30 | ||
31 | struct Input { | |
32 | float2 uv_MainTex; | |
33 | float2 uv_MyTexture; | |
34 | ||
35 | }; | |
36 | ||
37 | void surf (Input IN, inout SurfaceOutput o) { | |
38 | ||
39 | fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; | |
40 | fixed4 d = tex2D(_MyTexture, IN.uv_MyTexture) * _Color2; | |
41 | - | o.Albedo = c.rgb; |
41 | + | o.Albedo = c.rgb * (d.rgb*2); |
42 | o.Alpha = d.a; | |
43 | } | |
44 | ||
45 | ENDCG | |
46 | } | |
47 | ||
48 | Fallback "Transparent/VertexLit" | |
49 | ||
50 | } |