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Question by Woj_Gabel_FertileSky · May 25, 2012 at 10:16 AM · textureshaderscolorvertexblend

adding texture to vertex color darkens color

Hi I am trying to make my own simple shader for matching color of the background with color of my objects(clifs). Its all for doing chasms, or pitfalls that blend to one color.

Adding only vertex color to shaders(binding) gives accurate color: shader code:

 Shader "Custom/VColDiffBlnd" {
     Properties {
         _MainTex ("Base (RGB)", 2D) = "white" {}
     }
     
     SubShader {
         BindChannels {
             bind "color", color
             Bind "vertex", vertex
             Bind "TexCoord", texcoord
         }

     }

but when adding setTexture it darkens the texture.

 Shader "Custom/VColDiffBlnd" {
     Properties {
         _MainTex ("Base (RGB)", 2D) = "white" {}
     }
     
     SubShader {
         BindChannels {
             bind "color", color
             Bind "vertex", vertex
             Bind "TexCoord", texcoord
         }
         pass {
             SetTexture[_MainTex] {
                  Combine texture * primary
                 }
         }
     }


And i know that is normal, but is there a way to add my color to the texture and preserving the bright color of both of them(texture and vertex color)?

And i cant make one gradient or alpha map to use in this because this shader will be used for different textures with different uv coords.

Should I double(or quad) primary? But How?

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avatar image Datael · May 25, 2012 at 04:02 PM 0
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I'm either going blind or both of those shaders are the same..?

avatar image Woj_Gabel_FertileSky · May 25, 2012 at 04:39 PM 0
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yes, im sorry. Edited.

And found a solution. Just change the combine to:

Combine primary lerp(primary) texture

and dont forget to set the color.a of all the verts that you want to preserve to 0. That worked for me.

avatar image Datael · May 25, 2012 at 04:40 PM 0
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Could you post your solution as an answer? I'd be interested to see it. Thinking of learning shaders myself...

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