Hello, I have run into a situation where I need a shader that can fade between two textures while using light probe info. I have found plenty of shaders that can blend two textures while not using light probe information, but none that can take this data in as well. How would I go around getting a shader that can do this? Can one simply modify the script of a currently working blend shader to take in light probe data? Thanks for any help. The shader without light probe input is below.
Shader "Myshaders/ChangeMaterial" {
Properties {
_Tint ("Tint Color", Color) = (.9, .9, .9, 1.0)
_TexMat1 ("Base (RGB)", 2D) = "white" {}
_TexMat2 ("Base (RGB)", 2D) = "white" {}
_Blend ("Blend", Range(0.0,1.0)) = 0.0
}
Category {
ZWrite On
Alphatest Greater 0
Tags {Queue=Transparent}
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
SubShader {
Pass {
Material {
Diffuse [_Tint]
Ambient [_Tint]
}
Lighting On
SetTexture [_TexMat1] { combine texture }
SetTexture [_TexMat2] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_TexMat2] { combine previous +- primary, previous * primary }
}
}
FallBack " Diffuse", 1
}
}