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Question by Irsan · Apr 24, 2011 at 09:25 PM · shadercolorattributemain

Can someone add a Main Color attribute to this shader?

I don't know how.

Shader "Example/RimWorldRefl" { Properties { _MainTex ("Texture", 2D) = "white" {} _Cube ("Cubemap", CUBE) = "" {} _RimPower ("Rim Power", Range(0.5,8.0)) = 3.0 _Color ("Main Color", Color) = (1,0.5,0.5,1)

 }  
 SubShader {  

   Tags { "RenderType" = "Opaque" }  
   CGPROGRAM  
   #pragma surface surf Lambert  
   struct Input {  
       float2 uv_MainTex;  
       float3 worldRefl;
       float3 viewDir;
   };  
   sampler2D _MainTex;  
   samplerCUBE _Cube;
   float _RimPower;
   void surf (Input IN, inout SurfaceOutput o) {  
       o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb * 1;
       half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
       o.Emission = texCUBE (_Cube, IN.worldRefl).rgb * pow(rim,_RimPower);
   }  
   ENDCG  
 }   
 Fallback "Diffuse"  

}

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Answer by efge · Apr 24, 2011 at 10:08 PM

Looks like the mixed "Rim Lighting" and "Cubemap Reflection" shaders from the Surface Shader Examples.

Shader "Example/RimWorldRefl" { Properties { _MainTex ("Texture", 2D) = "white" {} _Cube ("Cubemap", CUBE) = "" {} _RimPower ("Rim Power", Range(0.5,8.0)) = 3.0 _Color ("Main Color", Color) = (1,0.5,0.5,1)

 }  
 SubShader {  

   Tags { "RenderType" = "Opaque" }  
   CGPROGRAM  
   #pragma surface surf Lambert  
   struct Input {  
       float2 uv_MainTex;  
       float3 worldRefl;
       float3 viewDir;
   };  
   sampler2D _MainTex;  
   samplerCUBE _Cube;
   float4 _Color;
   float _RimPower;
   void surf (Input IN, inout SurfaceOutput o) {  
       o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb * 1;
       o.Albedo *= _Color.rgb;
       half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
       o.Emission = texCUBE (_Cube, IN.worldRefl).rgb * pow(rim,_RimPower);
   }  
   ENDCG  
 }   
 Fallback "Diffuse"  

}

(untested)

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avatar image Irsan · Apr 24, 2011 at 10:32 PM 0
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Oh, it works, but it's changing the color of the cubemap. I wanted to change the color of the diffuse. Thanks, anyway.

avatar image efge · Apr 25, 2011 at 12:39 PM 0
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Yes ... we have to multiply the color RGB values to the Albedo value.

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