Shader "Dissolve/Dissolve_TexturCoords" { Properties { //_Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (1, 1, 1, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _Amount ("Amount", Range (0, 1)) = 0.5 _StartAmount("StartAmount", float) = 0.1 _Illuminate ("Illuminate", Range (0, 1)) = 0.5 _Tile("Tile", float) = 1 _DissColor ("DissColor", Color) = (1,1,1,1) _ColorAnimate ("ColorAnimate", vector) = (1,1,1,1) _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} // _BumpMap ("Normalmap", 2D) = "bump" {} _DissolveSrc ("DissolveSrc", 2D) = "white" {} // _DissolveSrcBump ("DissolveSrcBump", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } //LOD 400 Cull off pass { CGPROGRAM //#pragma target 3.0 //#pragma surface surf BlinnPhong addshadow sampler2D _MainTex; //sampler2D _BumpMap; sampler2D _DissolveSrc; //sampler2D _DissolveSrcBump; fixed4 _Color; half4 _DissColor; half _Shininess; half _Amount; static half3 Color = float3(1,1,1); half4 _ColorAnimate; half _Illuminate; half _Tile; half _StartAmount; struct Input { float2 uv_MainTex; // float2 uv_BumpMap; float2 uvDissolveSrc; }; //void vert (inout appdata_full v, out Input o) {} void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb;//+ _Color.rgb; //o.Alpha = 0; ENDCG } } FallBack "Specular" }