duck

duck

Mar 12th, 2010
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0
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C# 1.01 KB | None | 0 0
  1. Shader "Transparent/VertexLit2uv" {
  2. Properties {
  3.     _Color ("Main Color", Color) = (1,1,1,1)
  4.     _SpecColor ("Spec Color", Color) = (1,1,1,0)
  5.     _Emission ("Emissive Color", Color) = (0,0,0,0)
  6.     _Shininess ("Shininess", Range (0.1, 1)) = 0.7
  7.     _MainTex ("Base (RGB)", 2D) = "white" {}
  8.     _AlphTex ("Trans (A)", 2D) = "white" {}
  9. }
  10.  
  11. SubShader {
  12.     Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
  13.     LOD 100
  14.     Pass {
  15.         Alphatest Greater 0
  16.         ZWrite Off
  17.         Blend SrcAlpha OneMinusSrcAlpha
  18.         ColorMask RGB
  19.         BindChannels
  20.         {
  21.             Bind "Vertex", vertex
  22.  
  23.             Bind "texcoord", texcoord0
  24.             Bind "texcoord1", texcoord1
  25.         }
  26.         Material {
  27.             Diffuse [_Color]
  28.             Ambient [_Color]
  29.             Shininess [_Shininess]
  30.             Specular [_SpecColor]
  31.             Emission [_Emission]   
  32.         }
  33.         Lighting On
  34.         SeparateSpecular On
  35.         SetTexture [_MainTex] {
  36.             Combine texture * primary DOUBLE, texture * primary
  37.         }
  38.         SetTexture [_MainTex] {
  39.             //whatever should be bound to 2nd layer here...
  40.         }
  41.     }
  42. }
  43. }
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