Shader "Custom/SoccerLawnField" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_BumpMap ("Bumpmap", 2D) = "bump" {}
_ColorMain ("Main color", Color) = (1, 1, 1, 1)
_ColorSec ("Secondary color", Color) = (1, 1, 1, 1)
_Width ("Width", float) = 10
_Offset ("Offset", float) = 0
}
SubShader {
Tags { "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf Lambert vertex:vert
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float3 modelPos;
};
sampler2D _MainTex;
sampler2D _BumpMap;
fixed4 _ColorSec;
fixed4 _ColorMain;
fixed _Width;
fixed _Offset;
void vert(inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
o.modelPos = v.vertex;
}
void surf (Input IN, inout SurfaceOutput o) {
fixed val = ceil(frac(floor((IN.modelPos.x - _Offset) / _Width)/ 2));
fixed3 col1 = tex2D(_MainTex, IN.uv_MainTex).rgb;
o.Albedo = lerp(col1 * _ColorMain, col1 * _ColorSec, val);
o.Alpha = 1;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
}
ENDCG
}
Fallback "Diffuse"
}