Dissolve_TexturCoords.shader 1.9 KB

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  1. Shader "Dissolve/Dissolve_TexturCoords"
  2. {
  3. Properties
  4. {
  5. //_Color ("Main Color", Color) = (1,1,1,1)
  6. _SpecColor ("Specular Color", Color) = (1, 1, 1, 1)
  7. _Shininess ("Shininess", Range (0.03, 1)) = 0.078125
  8. _Amount ("Amount", Range (0, 1)) = 0.5
  9. _StartAmount("StartAmount", float) = 0.1
  10. _Illuminate ("Illuminate", Range (0, 1)) = 0.5
  11. _Tile("Tile", float) = 1
  12. _DissColor ("DissColor", Color) = (1,1,1,1)
  13. _ColorAnimate ("ColorAnimate", vector) = (1,1,1,1)
  14. _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
  15. // _BumpMap ("Normalmap", 2D) = "bump" {}
  16. _DissolveSrc ("DissolveSrc", 2D) = "white" {}
  17. // _DissolveSrcBump ("DissolveSrcBump", 2D) = "white" {}
  18. }
  19. SubShader
  20. {
  21. Tags
  22. {
  23. "RenderType"="Opaque"
  24. }
  25. //LOD 400
  26. Cull off
  27. pass
  28. {
  29. CGPROGRAM
  30. //#pragma target 3.0
  31. //#pragma surface surf BlinnPhong addshadow
  32. sampler2D _MainTex;
  33. //sampler2D _BumpMap;
  34. sampler2D _DissolveSrc;
  35. //sampler2D _DissolveSrcBump;
  36. fixed4 _Color;
  37. half4 _DissColor;
  38. half _Shininess;
  39. half _Amount;
  40. static half3 Color = float3(1,1,1);
  41. half4 _ColorAnimate;
  42. half _Illuminate;
  43. half _Tile;
  44. half _StartAmount;
  45. struct Input {
  46. float2 uv_MainTex;
  47. // float2 uv_BumpMap;
  48. float2 uvDissolveSrc;
  49. };
  50. //void vert (inout appdata_full v, out Input o) {}
  51. void surf (Input IN, inout SurfaceOutput o) {
  52. fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
  53. o.Albedo = tex.rgb;//+ _Color.rgb;
  54. //o.Alpha = 0;
  55. ENDCG
  56. }
  57. }
  58. FallBack "Specular"
  59. }