Combining 2 shaders
I have a sphere in my game and I need to have a texture on its insides. For that I use a certail script. I also want to be able to fade textures in and out with a function I have in another script.
But I can not combine these script. No matter what I try, the image doesn't show inside the sphere.
The shaders are:
Flip Insides:
Shader "Flip Normals" {
  Properties {
      _MainTex ("Base (RGB)", 2D) = "white" {}
 }
   SubShader {
    Tags { "RenderType" = "Opaque" }
     Cull Front
     CGPROGRAM
     #pragma surface surf Lambert vertex:vert
     sampler2D _MainTex;
      struct Input {
          float2 uv_MainTex;
          float4 color : COLOR;
      };
     void vert(inout appdata_full v)
     {
         v.normal.xyz = v.normal * -1;
     }
     void surf (Input IN, inout SurfaceOutput o) {
               fixed3 result = tex2D(_MainTex, IN.uv_MainTex);
          o.Albedo = result.rgb;
          o.Alpha = 1;
     }
     ENDCG
   }
   Fallback "Diffuse"
}
And the fader:
Shader "Custom/AlphaBlendTransition" {
  Properties {
  _Blend ("Blend", Range (0, 1) ) = 0.0
  _BaseTexture ("Base Texture", 2D) = "" {}
  _OverlayTexture ("Texture 2 with alpha", 2D) = "" {}
 
  }
  SubShader {
      Pass {
          SetTexture[_BaseTexture]
          SetTexture[_OverlayTexture] {
              ConstantColor (0,0,0, [_Blend]) 
              combine texture Lerp(constant) previous
          }
      }
   }
 }
Is it possible to combine these shaders while still viewing the texture from the spheres inside?
               Comment
              
 
               
              Answer by Namey5 · May 22, 2016 at 06:41 AM
       Properties {
           _Blend ("Blend", Range(0,1)) = 0.0
           _MainTex ("Base (RGB)", 2D) = "white" {}
           _OverlayTex ("Texture 2", 2D) = "white" {}
      }
        SubShader {
         Tags { "RenderType" = "Opaque" }
          Cull Front
          CGPROGRAM
          #pragma surface surf Lambert vertex:vert
          sampler2D _MainTex;
          sampler2D _OverlayTex;
           struct Input {
               float2 uv_MainTex;
               float2 uv_OverlayTex;
               float4 color : COLOR;
           };
          half _Blend;
          void vert(inout appdata_full v)
          {
              v.normal.xyz = v.normal * -1;
          }
          void surf (Input IN, inout SurfaceOutput o) {
               fixed3 result = lerp (tex2D (_MainTex, IN.uv_MainTex), tex2D (_OverlayTex, IN.uv_OverlayTex), _Blend);
               o.Albedo = result.rgb;
               o.Alpha = 1;
          }
          ENDCG
        }
        Fallback "Diffuse"
Your answer
 
 
              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                