Transparent Alpha Vertex Lit With Z

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Modified Transparent/VertexLit with Z shader to include specular highlighting.


Combines Z-sorted transparency and specular highlighting. _SpecColor indicates the color of the specular highlight. _Shininess indicates the level of highlighting (how sharp it is).


Shader Files

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4cs, 6502acme, 6502kickass, 6502tasm, 68000devpac, abap, actionscript, actionscript3, ada, algol68, apache, applescript, apt_sources, asm, asp, autoconf, autohotkey, autoit, avisynth, awk, bascomavr, bash, basic4gl, bf, bibtex, blitzbasic, bnf, boo, c, c_loadrunner, c_mac, caddcl, cadlisp, cfdg, cfm, chaiscript, cil, clojure, cmake, cobol, coffeescript, cpp, cpp-qt, csharp, css, cuesheet, d, dcs, delphi, diff, div, dos, dot, e, ecmascript, eiffel, email, epc, erlang, euphoria, f1, falcon, fo, fortran, freebasic, fsharp, gambas, gdb, genero, genie, gettext, glsl, gml, gnuplot, go, groovy, gwbasic, haskell, hicest, hq9plus, html4strict, html5, icon, idl, ini, inno, intercal, io, j, java, java5, javascript, jquery, kixtart, klonec, klonecpp, latex, lb, lisp, llvm, locobasic, logtalk, lolcode, lotusformulas, lotusscript, lscript, lsl2, lua, m68k, magiksf, make, mapbasic, matlab, mirc, mmix, modula2, modula3, mpasm, mxml, mysql, newlisp, nsis, oberon2, objc, objeck, ocaml, ocaml-brief, oobas, oracle11, oracle8, oxygene, oz, pascal, pcre, per, perl, perl6, pf, php, php-brief, pic16, pike, pixelbender, pli, plsql, postgresql, povray, powerbuilder, powershell, proftpd, progress, prolog, properties, providex, purebasic, pycon, python, q, qbasic, rails, rebol, reg, robots, rpmspec, rsplus, ruby, sas, scala, scheme, scilab, sdlbasic, smalltalk, smarty, sql, systemverilog, tcl, teraterm, text, thinbasic, tsql, typoscript, unicon, uscript, vala, vb, vbnet, verilog, vhdl, vim, visualfoxpro, visualprolog, whitespace, whois, winbatch, xbasic, xml, xorg_conf, xpp, yaml, z80, zxbasic

Shader "Transparent/Specular VertexLit with Z" {
	Properties {
	    _Color ("Main Color", Color) = (1,1,1,1)
	    _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
	     _Shininess ("Shininess", Range (0.01, 1)) = 0.078125
	    _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
	SubShader {
	    Tags {"RenderType"="Transparent" "Queue"="Transparent"}
	    // Render into depth buffer only
	    Pass {
	        ColorMask 0
	    // Render normally
	    Pass {
	        ZWrite Off
	        Blend SrcAlpha OneMinusSrcAlpha
	        ColorMask RGB
	        Material {
	            Diffuse [_Color]
	            Ambient [_Color]
            	Shininess [_Shininess]
	            Specular [_SpecColor]
	        Lighting On
			SeparateSpecular On
	        SetTexture [_MainTex] {
	            Combine texture * primary DOUBLE, texture * primary
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