I don't even remember what I did, but it must have been important.

Signed-off-by: Japa <japa.mala.illo@gmail.com>
develop
Japa 2013-11-19 04:19:48 +05:30
parent 8917892473
commit e7010172e9
7 changed files with 78 additions and 147 deletions

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@ -1,33 +1,31 @@
// Upgrade NOTE: replaced 'SeperateSpecular' with 'SeparateSpecular'
Shader " Vertex Colored" {
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" {}
}
SubShader {
Pass {
Material {
Shininess [_Shininess]
Specular [_SpecColor]
Emission [_Emission]
}
ColorMaterial AmbientAndDiffuse
Lighting On
SeparateSpecular On
SetTexture [_MainTex] {
Combine texture * primary, texture * primary
}
SetTexture [_MainTex] {
constantColor [_Color]
Combine previous * constant DOUBLE, previous * constant
}
}
}
Fallback " VertexLit", 1
Shader " Vertex Colored"
{
Properties
{
_Color ("Diffuse Color", Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf Lambert
struct Input
{
float2 uv_MainTex;
float4 color: Color; // Vertex color
};
sampler2D _MainTex;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutput o)
{
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
o.Albedo *= _Color;
o.Albedo *= IN.color.rgb;
}
ENDCG
}
Fallback "Diffuse", 1
}