aditya
August 27, 2016, 1:14pm
1
Well first take a look at the picture below …
Now suppose this is a single object (i mean no faces extracted from it) but has multiple UV sets (one for blue part and one for that orange) … now let me know if it is possible to achive this with single shader and single material … i mean if that shader could render orange texture in UV2 and blue in UV1
Namey5
August 27, 2016, 1:48pm
2
It’s definitely possible, and although I’ve never tried I’m fairly certain this will work.
Shader "Custom/2 UV Shader" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGBA)", 2D) = "white" {}
_MainTex2 ("Albedo 2 (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _MainTex2;
struct Input {
float2 uv_MainTex;
float2 uv2_MainTex2;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = lerp (tex2D (_MainTex, IN.uv_MainTex), tex2D (_MainTex2, IN.uv2_MainTex2), 1-tex2D (_MainTex, IN.uv_MainTex).a) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
This is the normal standard shader, with the alpha value of the first texture blending between the 2 textures.