Hi, I’m kind of a noob to scripting, and a big noob to shader scripting, I would really like some help to add the ability to have my mesh use Vertex Colors that I paint in Blender. Below you can see the model with vertex colors painted in Blender, and what it currently looks like in Unity. The shader I am using is from a tutorial to blend an overlay texture with a main texture. I like the look of it, but I want Vertex Colors to give the shapes more definition.
Here is the code that I’m using: Any help is very appreciated <3
Shader "Tutorials/OverlayShader"
{
Properties
{
_MainTex("Main Texture", 2D) = "white" {}
_OverlayTex("Overlay Texture", 2D) = "black" {}
_Direction("Coverage Direction", Vector) = (0, 1, 0)
_Intensity("Intensity", Range(0, 1)) = 1
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vertexFunc
#pragma fragment fragmentFunc
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float3 normal : NORMAL;
float2 uv_Main : TEXCOORD0;
float2 uv_Overlay : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _OverlayTex;
float4 _OverlayTex_ST;
v2f vertexFunc(appdata_full v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv_Main = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv_Overlay = TRANSFORM_TEX(v.texcoord, _OverlayTex);
o.normal = mul(unity_ObjectToWorld, v.normal);
return o;
}
float3 _Direction;
fixed _Intensity;
fixed4 fragmentFunc(v2f i) : COLOR
{
fixed dir = dot(normalize(i.normal), _Direction);
if (dir < 1 - _Intensity)
{
dir = 0;
}
fixed4 tex1 = tex2D(_MainTex, i.uv_Main);
fixed4 tex2 = tex2D(_OverlayTex, i.uv_Overlay);
return lerp(tex1, tex2, dir);
}
ENDCG
}
}
}