I am a newbie. Is it possible to write a shader to show Diffuse Map + Reflection (cube) + Lightmap or Self Illumination that uses texcoords1 instead of 0
I have models with texture UV in texcoord0 and lightmap UV in texcoord1
Is there a possibility to use Self Illumination shader, but to apply the map in texcoords1?
Also how is it possible to write multipass material.
Thanks in advance for replies!
this is what i have done so far… I am a newbie remember, and have very little exposure in scripting.
Shader "Lightmap_Refl" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
_MainTex ("Base (RGB) RefStrength (A)", 2D) = "white" {}
_Cube ("Reflection Cubemap", Cube) = "_Skybox" { TexGen CubeReflect }
_Illum ("Illumin (A)", 2D) = "white" {}
}
SubShader {
Name "PradShades"
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
samplerCUBE _Cube;
sampler2D _Illum;
fixed4 _Color;
fixed4 _ReflectColor;
struct Input {
float2 uv_MainTex;
float3 worldRefl;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
fixed4 c = tex * _Color;
o.Albedo = c.rgb;
fixed4 reflcol = texCUBE (_Cube, IN.worldRefl);
reflcol *= tex.a;
o.Emission = reflcol.rgb * _ReflectColor.rgb;
o.Alpha = reflcol.a * _ReflectColor.a;
}
ENDCG
}
}