AlphaVertexColor

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An Alpha/VertexLit shader that modulates result with per-vertex colors. Requires dual-texture hardware (NVIDIA TNT2, ATI Rage 128).
  
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See also: [[VertexColor]] for a non-alpha version of this shader.
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<shaderlab>Shader "Alpha/VertexLit Colored" {
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Properties {
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    _Color ("Main Color", Color) = (1,1,1,1)
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    _SpecColor ("Spec Color", Color) = (1,1,1,0)
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    _Emission ("Emmisive Color", Color) = (0,0,0,0)
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    _Shininess ("Shininess", Range (0.01, 1)) = 0.7
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    _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
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}
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SubShader {
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    ZWrite Off
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    Alphatest Greater 0
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    Tags {Queue=Transparent}
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    Blend SrcAlpha OneMinusSrcAlpha
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    ColorMask RGB
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    Pass {
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        Material {
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            Shininess [_Shininess]
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            Specular [_SpecColor]
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            Emission [_Emission]   
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        }
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        ColorMaterial AmbientAndDiffuse
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        Lighting On
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        SeperateSpecular On
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        SetTexture [_MainTex] {
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            Combine texture * primary, texture * primary
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        }
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        SetTexture [_MainTex] {
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            constantColor [_Color]
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            Combine previous * constant DOUBLE, previous * constant
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        }
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    }
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}
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Fallback "Alpha/VertexLit", 1
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}</shaderlab>

Revision as of 19:29, 19 October 2009

An Alpha/VertexLit shader that modulates result with per-vertex colors. Requires dual-texture hardware (NVIDIA TNT2, ATI Rage 128).

See also: VertexColor for a non-alpha version of this shader.

<shaderlab>Shader "Alpha/VertexLit Colored" { Properties {

   _Color ("Main Color", Color) = (1,1,1,1)
   _SpecColor ("Spec Color", Color) = (1,1,1,0)
   _Emission ("Emmisive Color", Color) = (0,0,0,0)
   _Shininess ("Shininess", Range (0.01, 1)) = 0.7
   _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}

}

SubShader {

   ZWrite Off
   Alphatest Greater 0
   Tags {Queue=Transparent}
   Blend SrcAlpha OneMinusSrcAlpha 
   ColorMask RGB
   Pass {
       Material {
           Shininess [_Shininess]
           Specular [_SpecColor]
           Emission [_Emission]    
       }
       ColorMaterial AmbientAndDiffuse
       Lighting On
       SeperateSpecular On
       SetTexture [_MainTex] {
           Combine texture * primary, texture * primary
       }
       SetTexture [_MainTex] {
           constantColor [_Color]
           Combine previous * constant DOUBLE, previous * constant
       } 
   }

}

Fallback "Alpha/VertexLit", 1 }</shaderlab>

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