I have been working on my iphone shaders today and I am stuck on my last one, transparent reflective which is lit by baked in vertex color from the geo.
here is what i have but when i added the reflection part at the bottom the geo just renders without transparency now. when i remove the reflection it has correct transparency but no reflection naturally.
any help is appreciated, i have not been able to find a suitable answer in the forums yet.
Shader "PhillipShaders/iPhone/TransparentReflective" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGBA)", 2D) = "white" {}
_Reflect ("Reflection", 2D) = "black" { TexGen SphereMap }
}
Category {
Tags {"Queue" = "Transparent" }
Lighting Off
BindChannels {
Bind "Color", color
Bind "Vertex", vertex
Bind "TexCoord", texcoord
}
SubShader
{
Pass
{
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
AlphaTest Off
SetTexture [_MainTex] {
constantColor [_Color]
combine texture * primary, texture * constant
}
SetTexture [_Reflect] {
combine texture + previous
}
}
}
}
}
Thanks
EDIT -
Thanks that fixed it… oversight on my part, new to ShaderLab.