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Question by 3dDude · Mar 08, 2012 at 01:58 PM · shadersparticleshaderlabcgadditive

Separate texture coordinates in shaders

Hello, I have been trying to learn CG shaders, my goal is to set up a additive shader that has a detail texture.

I have made the modifications for a separate Detail texture property. And have the detail multiplied by the particle texture.. This works fine, except both the detail and the particle textures have the same coordinates.

Here is the line of code that I changed in the default additive shader:

 return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord) * tex2D(_Detail, i.texcoord); 

I am guessing the problem is because both the detail and the particle texture use "i.texcoord".

Thanks

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Answer by ScroodgeM · Jul 20, 2012 at 07:36 AM

method 1. use a custom offset like this:

return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord)
     * tex2D(_Detail, i.texcoord * (-0.23));

method 2. use second uv set from model. this must be declared in shader first and then just use i.texcoord2

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