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Last active August 29, 2015 14:23
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MaskedLightTexture.shader
Shader "MaskedLightTexture" {
Properties {
_Color ("Main Color", Color) = (1,1,1,0)
_SpecColor ("Spec Color", Color) = (1,1,1,1)
_Emission ("Emmisive Color", Color) = (0,0,0,0)
_Shininess ("Shininess", Range (0.01, 1)) = 0.7
_MainTex ("Base (RGB)", 2D) = "white" {}
_Mask ("Culling Mask", 2D) = "white" {}
_Cutoff ("Alpha cutoff", Range (0,1)) = 0.1
}
SubShader {
Tags {"Queue"="Transparent"}
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
AlphaTest GEqual [_Cutoff]
Pass {
Material {
Diffuse [_Color]
Ambient [_Color]
Shininess [_Shininess]
Specular [_SpecColor]
Emission [_Emission]
}
Lighting On
SeparateSpecular On
SetTexture [_Mask] {combine texture}
SetTexture [_MainTex] {combine texture * primary DOUBLE,texture * previous}
}
}
}
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