enhanced ClipPlane VertexLit

Hi guys i need some help. I used a vertexlit shader found on the internet that enable another material to section the object itself. My question is, how could i add the proprieties of another shader(compiled-Illumin-VertexLit.shader)??

The basic clip shader:

Shader "VertexLit Clipped" {
Properties {
	_Color ("Main Color", Color) = (1,1,1,1)
	_SpecColor ("Spec Color", Color) = (1,1,1,1)
	_Shininess ("Shininess", Range (0.1, 1)) = 0.7
	_Illum ("Illumin (A)", 2D) = "white" {}
	_EmissionLM ("Emission (Lightmapper)", Float) = 0.7
	_MainTex ("Base (RGB)", 2D) = "white" {}
}


SubShader {

LOD 100
	Tags { "RenderType"="Opaque" }

	Pass {
		Cull Off
		Name "BASE"
		Tags {"LightMode" = "Vertex"}
		Material {
			
			Shininess [_Shininess]
			Specular [_SpecColor]
		}
		
		CGPROGRAM
// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain a surface program or both vertex and fragment programs.
#pragma exclude_renderers gles
		#pragma vertex vert
		#include "UnityCG.cginc"
		
		struct v2f {
			float4 pos : SV_POSITION;
			float4 uv[2] : TEXCOORD0;
			float4 color : COLOR0;
		};
		
		uniform float4x4 _ClipTextureMatrix;
		uniform float4 _Color;
		uniform float4 _Illum;
		
		v2f vert( appdata_base v ) {
			v2f o;
			o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
			o.uv[0] = v.texcoord;
			
			float4 c = mul( _Object2World, v.vertex );
			c = mul( _ClipTextureMatrix, c );
			o.uv[1] = c;
			
			// lighting from single directional light + ambient
			float4 color = UNITY_LIGHTMODEL_AMBIENT;
			float3 lightDir = mul( glstate.light[0].position.xyz, (float3x3)UNITY_MATRIX_IT_MV );
			float ndotl = max( 0, dot( lightDir, v.normal ) );
			color.xyz += glstate.light[0].diffuse * _Color * ndotl;
			o.color = color;
			return o;
		}
		
		ENDCG
		
				AlphaTest Greater 0.1
				SeparateSpecular On
		Lighting On
		
				SetTexture [_MainTex] {
					Combine texture * primary DOUBLE, texture * primary
				}
				SetTexture [_ClipTexture] { Combine previous, texture }
		}
		
		
		
	

		
		
		
		
        Pass {
        	
            Cull Front
            
            CGPROGRAM
// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain a surface program or both vertex and fragment programs.
#pragma exclude_renderers gles
			#pragma vertex vert
			#include "UnityCG.cginc"
			
			struct v2f {
				float4 pos : SV_POSITION;
				float4 uv[1] : TEXCOORD0;
				float4 color : COLOR0;
			};
			
			uniform float4x4 _ClipTextureMatrix;
			uniform float4 _SpecColor;
			
			v2f vert( appdata_base v ) {
				v2f o;
				o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
				
				float4 c = mul( _Object2World, v.vertex );
				c = mul( _ClipTextureMatrix, c );
				o.uv[0] = c;
				
				float4 zdir = float4(1, 0, 0, 0);
				float4 faceN = mul( _ClipTextureMatrix, zdir );
				
				// lighting from single directional light + ambient
				float4 color = UNITY_LIGHTMODEL_AMBIENT;
				float3 lightDir = mul( glstate.light[0].position.xyz, (float3x3)UNITY_MATRIX_IT_MV );
				float ndotl = max( 0, dot( lightDir, normalize(faceN) ) );
				color.xyz += glstate.light[0].diffuse * _SpecColor * ndotl;
				o.color = color;
				return o;
			}
			
			ENDCG

			AlphaTest Greater 0.1
            SetTexture [_ClipTexture] { Combine primary, texture }
        }
        
        
      
        
        
	} 
	Fallback "VertexLit"
}

Shader who i need to integrate with the previous one:

Shader "Self-Illumin/VertexLit" {
Properties {
	_Color ("Main Color", Color) = (1,1,1,1)
	_SpecColor ("Spec Color", Color) = (1,1,1,1)
	_Shininess ("Shininess", Range (0.1, 1)) = 0.7
	_MainTex ("Base (RGB)", 2D) = "white" {}
	_Illum ("Illumin (A)", 2D) = "white" {}
	_EmissionLM ("Emission (Lightmapper)", Float) = 0
}

// ------------------------------------------------------------------
// Dual texture cards

SubShader {
	LOD 100
	Tags { "RenderType"="Opaque" }
	
	Pass {
		Name "BASE"
		Tags {"LightMode" = "Vertex"}
		Material {
			Diffuse [_Color]
			Shininess [_Shininess]
			Specular [_SpecColor]
		}
		SeparateSpecular On
		Lighting On
		SetTexture [_Illum] {
			constantColor [_Color]
			combine constant lerp (texture) previous
		}
		SetTexture [_MainTex] {
			Combine texture * previous, texture*primary
		}
	}
}

Fallback "VertexLit"
}

My problem is that when i add SetTexture _Illum my material become grey without texture :frowning:

bump :slight_smile: