49 lines
1.4 KiB
GLSL
49 lines
1.4 KiB
GLSL
Shader "DoubleSided" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_MainTex ("Base (RGB)", 2D) = "white" {}
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//_BumpMap ("Bump (RGB) Illumin (A)", 2D) = "bump" {}
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}
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SubShader {
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//UsePass "Self-Illumin/VertexLit/BASE"
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//UsePass "Bumped Diffuse/PPL"
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// Ambient pass
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Pass {
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Name "BASE"
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Tags {"LightMode" = "Always" /* Upgrade NOTE: changed from PixelOrNone to Always */}
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Color [_PPLAmbient]
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SetTexture [_BumpMap] {
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constantColor (.5,.5,.5)
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combine constant lerp (texture) previous
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}
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SetTexture [_MainTex] {
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constantColor [_Color]
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Combine texture * previous DOUBLE, texture*constant
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}
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}
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// Vertex lights
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Pass {
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Name "BASE"
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Tags {"LightMode" = "Vertex"}
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Material {
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Diffuse [_Color]
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Emission [_PPLAmbient]
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Shininess [_Shininess]
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Specular [_SpecColor]
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}
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SeparateSpecular On
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Lighting On
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Cull Off
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SetTexture [_BumpMap] {
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constantColor (.5,.5,.5)
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combine constant lerp (texture) previous
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}
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SetTexture [_MainTex] {
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Combine texture * previous DOUBLE, texture*primary
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}
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}
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}
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FallBack "Diffuse", 1
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} |