Hi, I am trying to combine a custom shader with the default Bumped Specular shader. My custom shader is similar to this example code from the documentation: Code (CSharp): Shader "Examples/2 Alpha Blended Textures" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _BlendTex ("Alpha Blended (RGBA) ", 2D) = "white" {} } SubShader { Pass { // Apply base texture SetTexture [_MainTex] { combine texture } // Blend in the alpha texture using the lerp operator SetTexture [_BlendTex] { combine texture lerp (texture) previous } } } } My goal with this is to take a base color like so: Then overlay a texture on top of it that contains transparency: To create a new texture that combines both of them: The code above can get me to this point, but I want to combine this functionality with the Bumped Specular shader. Any suggestions would be greatly appreciated. Thanks!
You need to learn cg/surface shaders, it is something like the below. col1 = tex2d(your main texture, uv); col2 = tex2d(your blend texture, uv); s.Albedo = lerp(col1, col2, 1.0 - col2.a); s.normal = do your normal as it is done in the bumpmap shader s.Alpha = col1.a + col2.a;