Howdy all, I'm working on a Lego-style MMO and I'm trying to create texture-based clothing for the characters. I need a specular shader with an underlying "skin" color, and then a separately tinted clothing texture. I could probably do it myself eventually, but I haven't had time to gain some experience with ShaderLab yet. If someone could knock up a shader for me, that would be really great Edit: Managed to cobble together my own shader from the various decal textures lying around the forums and wiki. I had no idea what I was doing, but as long as it works I'm happy. Here it is, if anyone finds it useful. Code (csharp): Shader "Decal with Tint" { Properties { _Color ("Main Color", Color) = (1,1,1) _DecalColor ("Decal Color", Color) = (1,1,1) _SpecColor ("Spec Color", Color) = (1,1,1) _Emission ("Emmisive Color", Color) = (0,0,0) _Shininess ("Shininess", Range (0.01, 1)) = 0.7 _DecalTex ("Decal (RGBA)", 2D) = "" } // More than two texture units SubShader { Pass{ Lighting On SeparateSpecular On Material { Diffuse (1,1,1) Ambient (1,1,1) Shininess [_Shininess] Specular [_SpecColor] Emission [_Emission] } SetTexture[_DecalTex] {Combine texture * constant constantColor [_DecalColor]} SetTexture[_DecalTex] { ConstantColor[_Color] Combine previous Lerp(previous) constant } SetTexture[_] {Combine previous * primary Double} } } // Two texture units SubShader { Lighting On Material { Diffuse (1,1,1) Ambient (1,1,1) Shininess [_Shininess] Specular [_SpecColor] Emission [_Emission] } Pass { SetTexture[_DecalTex] { ConstantColor[_Color] Combine texture Lerp(texture) constant } } // 'Double' Lighting Pass {Blend DstColor SrcColor} } }
Hey Maroy, Love this shader! Great work! I'm a total shader noob so is there any chance you could provide a version of this that would work with realtime shadows? Longshot i know! Cheers! ;0)