Hello all
I am working on b21. It is written in unity manual(Global Illumunation Quickstart) that “currently using the Universal shader doesn’t allow to switch to dynamic emission. To try it out you can use surface shaders with legacy deferred rendering path.”
My first question is it will be supported in unity 5.0 final release? What prevents unity team to support standart shader for Dynamic Emission?
Secondly, Since I cannot use standart shader, I have written my own shader for dynamic emission. It was working on b20, but somethings are wrong with b21 and it is not working. My shader is:
Shader “SimgeSimulation/Self-Illumin/Cutout/Diffuse” {
Properties {
_Color (“Main Color”, Color) = (1,1,1,1)
_MainTex (“Base (RGB) Trans (A)”, 2D) = “white” {}
_Cutoff (“Alpha cutoff”, Range(0,1)) = 0.5
_Illum (“Illumin (A)”, 2D) = “white” {}
_EmissionLM (“Emission (Lightmapper)”, Float) = 0
[Toggle] _DynamicEmissionLM (“Dynamic Emission (Lightmapper)”, Int) = 0
}
SubShader {
Tags {“Queue”=“AlphaTest” “IgnoreProjector”=“True” “RenderType”=“TransparentCutout”}
LOD 200
CGPROGRAM
#pragma surface surf Lambert alphatest:_Cutoff
sampler2D _MainTex;
sampler2D _Illum;
fixed4 _Color;
struct Input {
float2 uv_MainTex;
float2 uv_Illum;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a;
o.Alpha = c.a;
}
ENDCG
}
Fallback “Transparent/Cutout/VertexLit”
}