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Jan 17th, 2019
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  1. // Upgrade NOTE: replaced 'glstate.matrix.modelview[0]' with 'UNITY_MATRIX_MV'
  2.  
  3. Shader "MY TEST" {
  4. Properties {
  5. }
  6.  
  7. SubShader {
  8. Tags { "RenderType"="Opaque" }
  9. LOD 300
  10.  
  11. CGPROGRAM
  12. #pragma surface surf BlinnPhong vertex:vert
  13.  
  14. struct Input {
  15. float2 uv_MainTex : TEXCOORD0;
  16. float2 uv2_Fog : TEXCOORD1;
  17. float3 worldPos;
  18. };
  19.  
  20. void vert(inout appdata_full v)
  21. {
  22. v.texcoord1.x = 1;
  23. }
  24.  
  25. void surf (Input IN, inout SurfaceOutput o) {
  26. o.Albedo = lerp(float4(1,1,1,1),float4(0,0,0,1),IN.uv2_Fog.x);//this is always white :(
  27. }
  28. ENDCG
  29. }
  30.  
  31. Fallback "VertexLit"
  32. }
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