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               Question by 
               adnirjhar · Jul 03, 2014 at 06:19 AM · 
                shadershaderslightmaplightmapping  
              
 
              Lightmap options in a custom shader
Hi, I am totally a noob at shaders.I got a shader from the Infinite Runner Package that bends world. Now the problem is, it doesnt support lightmaps. So, can anyone please tell me, what do i have to add in this shader if i want it to support lightmap ? (I tried adding code from a Lightmap shader to this one, i dont know what i did wrong.)
Here's the shader-
 Shader "Custom/Curved" {
     Properties {
         _MainTex ("Base (RGB)", 2D) = "white" {}
         _QOffset ("Offset", Vector) = (0,0,0,0)
         _Brightness ("Brightness", Float) = 0.0
         _Dist ("Distance", Float) = 100.0
     }
     
     SubShader {
         Tags { "Queue" = "Transparent"}
         Pass
         {
             
             Blend SrcAlpha OneMinusSrcAlpha 
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #include "UnityCG.cginc"
 
             sampler2D _MainTex;
             float4 _QOffset;
             float _Dist;
             float _Brightness;
             
             struct v2f {
                 float4 pos : SV_POSITION;
                 float4 uv : TEXCOORD0;
                 float3 viewDir : TEXCOORD1;
                 fixed4 color : COLOR;
             };
 
             v2f vert (appdata_full v)
             {
                v2f o;
                float4 vPos = mul (UNITY_MATRIX_MV, v.vertex);
                float zOff = vPos.z/_Dist;
                vPos += _QOffset*zOff*zOff;
                o.pos = mul (UNITY_MATRIX_P, vPos);
                o.uv = v.texcoord;
                return o;
             }
             half4 frag (v2f i) : COLOR0
             {
                   half4 col = tex2D(_MainTex, i.uv.xy);
                   col *= UNITY_LIGHTMODEL_AMBIENT*_Brightness;
                 return col;
             }
             ENDCG
         }
     }
     
     FallBack "Diffuse"
 }
 
              
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