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- // Upgrade NOTE: replaced 'glstate.matrix.modelview[0]' with 'UNITY_MATRIX_MV'
- Shader "MY TEST" {
- Properties {
- }
- SubShader {
- Tags { "RenderType"="Opaque" }
- LOD 300
- CGPROGRAM
- #pragma surface surf BlinnPhong vertex:vert
- struct Input {
- float2 uv_MainTex : TEXCOORD0;
- float2 uv2_Fog : TEXCOORD1;
- float3 worldPos;
- };
- void vert(inout appdata_full v)
- {
- v.texcoord1.x = 1;
- }
- void surf (Input IN, inout SurfaceOutput o) {
- o.Albedo = lerp(float4(1,1,1,1),float4(0,0,0,1),IN.uv2_Fog.x);//this is always white :(
- }
- ENDCG
- }
- Fallback "VertexLit"
- }
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