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- 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"
- }
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