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| 1 | Shader "Custom" {
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| 2 | ||
| 3 | Properties {
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| 4 | ||
| 5 | _Color ("Main Color", Color) = (1,1,1,1)
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| 6 | _Color2 ("Main Color2", Color) = (1,1,1,
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| 7 | _MainTex ("Base (RGB) Trans (A)", 2D) = "black" {}
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| 8 | _MyTexture ("B", 2D) = "white" {}
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| 9 | } | |
| 10 | SubShader {
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| 11 | ||
| 12 | Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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| 13 | LOD 200 | |
| 14 | Pass {
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| 15 | SetTexture[_MainTex] | |
| 16 | SetTexture[_MyTexture] {
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| 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 {
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| 32 | float2 uv_MainTex; | |
| 33 | float2 uv_MyTexture; | |
| 34 | ||
| 35 | }; | |
| 36 | ||
| 37 | void surf (Input IN, inout SurfaceOutput o) {
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| 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 | } |