Hi all, I’ve very new to this board but thought I’d share my problem I have created or hacked a shader from the decal and from the lightmapped diffuse shaders within unity. I have it working finally… well somewhat… my problem is now that if I have a light in the scene the geometry that contains the decal goes transparent. The rest of the geometry remains. I have included the shader script below…if anyone can fix this shader so that I may see what the problem was I would be eternally grateful
Shader "Lightmapped/Diffuse Decal" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Spec Color", Color) = (1,1,1,1)
_Emission ("Emissive Color", Color) = (0,0,0,0)
_Shininess ("Shininess", Range (0.01, 1)) = 0.7
_MainTex ("Base (RGB)", 2D) = "white" {}
_DecalTex ("Decal (RGBA)", 2D) = "black" {}
_LightMap ("LIGHTMAP (RGB)", 2D) = "black"{}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 150
Material {
Diffuse [_Color]
Ambient [_Color]
Shininess [_Shininess]
Specular [_SpecColor]
Emission [_Emission]
}
Pass {
Lighting On
SeparateSpecular On
Tags {"LightMode" = "Pixel"}
Color [_PPLAmbient]
BindChannels {
Bind "Vertex", vertex
Bind "normal", normal
Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
Bind "texcoord", texcoord1 // main uses 1st uv
Bind "texcoord", texcoord2 // main uses 1st uv
}
SetTexture [_LightMap] {constantColor [_Color] combine texture * constant}
SetTexture [_MainTex] {constantColor [_Color] combine texture * previous, texture * constant}
SetTexture [_DecalTex] {combine texture lerp (texture) previous}
SetTexture [_MainTex] {combine previous * primary DOUBLE, previous * constant constantColor [_Color]}
}
}
Fallback "VertexLit", 1
}