I am trying to add a second UV to my surface shader.
using texcoord1 compiles but the texture is mapped as a solid color
using TEXCOORD1 doesn’t compile.
Can someone help me out here?
Shader "Custom/CaribbeanBlue"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Specular Color", Color) = (0.5,0.5,0.5,1)
_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
_ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
_MainTex ("Base (RGB) RefStrGloss (A)", 2D) = "white" {}
_Illum ("Illumin (RGB)", 2D) = "black" {}
_Cube ("Reflection Cubemap", Cube) = "" { TexGen CubeReflect }
_BumpMap ("Normalmap", 2D) = "bump" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 400
CGPROGRAM
#pragma surface surf BlinnPhong vertex:vert
#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _Illum;
samplerCUBE _Cube;
float4 _Color;
float4 _ReflectColor;
float _Shininess;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv2;
float3 worldRefl;
INTERNAL_DATA
};
void vert (inout appdata_full v, out Input o)
{
o.uv2 = v.TEXCOORD1.xy;
}
void surf (Input IN, inout SurfaceOutput o) {
fixed4 tex = tex2D(_MainTex, IN.uv2);
fixed4 illum = tex2D(_Illum, IN.uv_MainTex);
fixed4 c = tex * _Color* illum;
o.Albedo = c.rgb;
o.Gloss = tex.a;
o.Specular = _Shininess;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
float3 worldRefl = WorldReflectionVector (IN, o.Normal);
half4 reflcol = texCUBE (_Cube, worldRefl);
reflcol *= tex.a;
o.Emission = reflcol.rgb * _ReflectColor.rgb;
o.Alpha = reflcol.a * _ReflectColor.a;
}
ENDCG
}
FallBack "Reflective/Bumped Diffuse"
}