Decal2UVs
Author: Aras Pranckevicius
Description
Just like builtin Decal - allows you to have a base texture with another transparent texture "splatted on top". The only difference is that the additional decal texture here uses 2nd UV set (whereas in builtin shader both use the same UV set).
Works on three texture graphics cards (GeForce3/4Ti and up, Radeon and up).
ShaderLab - Decal2UVs.shader
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Shader " Decal (2 UV sets)" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Spec Color", Color) = (1,1,1,1)
_Emission ("Emmisive Color", Color) = (0,0,0,0)
_Shininess ("Shininess", Range (0.01, 1)) = 0.7
_MainTex ("Base (RGB)", 2D) = "white" {}
_DecalTex ("Decal (RGBA)", 2D) = "black" {}
}
SubShader {
Material {
Diffuse [_Color]
Ambient [_Color]
Shininess [_Shininess]
Specular [_SpecColor]
Emission [_Emission]
}
Pass {
BindChannels {
Bind "Vertex", vertex
Bind "normal", normal
Bind "texcoord", texcoord0 // main uses 1st uv
Bind "texcoord1", texcoord1 // decal uses 2nd uv
}
Lighting On
SeperateSpecular On
SetTexture [_MainTex] {combine texture}
SetTexture [_DecalTex] {combine texture lerp (texture) previous}
SetTexture [_MainTex] {combine previous * primary DOUBLE, previous * constant constantColor [_Color]}
}
}
Fallback " VertexLit", 1
}