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- Shader "Custom/DoubleSided" {
- Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- _MainTex ("Base (RGB)", 2D) = "white" {}
- //_BumpMap ("Bump (RGB) Illumin (A)", 2D) = "bump" {}
- }
- SubShader {
- //UsePass "Self-Illumin/VertexLit/BASE"
- //UsePass "Bumped Diffuse/PPL"
- // Ambient pass
- Pass {
- Name "BASE"
- Tags {"LightMode" = "Always" /* Upgrade NOTE: changed from PixelOrNone to Always */}
- Color [_PPLAmbient]
- SetTexture [_BumpMap] {
- constantColor (.5,.5,.5)
- combine constant lerp (texture) previous
- }
- SetTexture [_MainTex] {
- constantColor [_Color]
- Combine texture * previous DOUBLE, texture*constant
- }
- }
- // Vertex lights
- Pass {
- Name "BASE"
- Tags {"LightMode" = "Vertex"}
- Material {
- Diffuse [_Color]
- Emission [_PPLAmbient]
- Shininess [_Shininess]
- Specular [_SpecColor]
- }
- SeparateSpecular On
- Lighting On
- Cull Off
- SetTexture [_BumpMap] {
- constantColor (.5,.5,.5)
- combine constant lerp (texture) previous
- }
- SetTexture [_MainTex] {
- Combine texture * previous DOUBLE, texture*primary
- }
- }
- }
- FallBack "Diffuse", 1
- }
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