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- Shader "Transparent/Diffuse2" {
- Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- _Color2 ("Main Color2", Color) = (1,1,1,1)
- _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
- _Tex2 ("B", 2D) = "white" {}
- }
- SubShader {
- Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
- LOD 200
- Pass {
- Material {
- Diffuse [_Tex2]
- Diffuse [_MainTex]
- }
- // Apply base texture
- SetTexture [_MainTex] {
- combine texture
- }
- // Blend in the alpha texture using the lerp operator
- SetTexture [_Tex2] {
- //constantColor [_Color2]
- combine texture lerp (texture) previous
- }
- }
- CGPROGRAM
- #pragma surface surf Lambert alpha
- sampler2D _MainTex;
- sampler2D _Tex2;
- fixed4 _Color;
- fixed4 _Color2;
- struct Input {
- float2 uv_MainTex;
- float2 uv_Tex2;
- };
- void surf (Input IN, inout SurfaceOutput o) {
- fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
- fixed4 b = tex2D(_Tex2, IN.uv_Tex2) * _Color2;
- o.Albedo = c.rgb;
- o.Alpha = c.a;
- }
- ENDCG
- }
- Fallback "Transparent/VertexLit"
- }
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