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"
{
Shader " Vertex Colored" { Properties
Properties { {
_Color ("Main Color", Color) = (1,1,1,1) _Color ("Diffuse Color", Color) = (1,1,1,1)
_SpecColor ("Spec Color", Color) = (1,1,1,1) _MainTex ("Texture", 2D) = "white" {}
_Emission ("Emmisive Color", Color) = (0,0,0,0) }
_Shininess ("Shininess", Range (0.01, 1)) = 0.7
_MainTex ("Base (RGB)", 2D) = "white" {} SubShader
} {
Tags { "RenderType" = "Opaque" }
SubShader { CGPROGRAM
Pass { #pragma surface surf Lambert
Material { struct Input
Shininess [_Shininess] {
Specular [_SpecColor] float2 uv_MainTex;
Emission [_Emission] float4 color: Color; // Vertex color
} };
ColorMaterial AmbientAndDiffuse sampler2D _MainTex;
Lighting On fixed4 _Color;
SeparateSpecular On void surf (Input IN, inout SurfaceOutput o)
SetTexture [_MainTex] { {
Combine texture * primary, texture * primary o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
} o.Albedo *= _Color;
SetTexture [_MainTex] { o.Albedo *= IN.color.rgb;
constantColor [_Color] }
Combine previous * constant DOUBLE, previous * constant ENDCG
} }
}
} Fallback "Diffuse", 1
Fallback " VertexLit", 1
} }