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Question by jimfleming · May 08, 2013 at 04:01 AM · shadermateriallightmapshaderlab

Use lightmap data in shader

I'm trying to create a shader which allows me to tint the applied lightmap and also dissolve between two textures.

I have both working in separate shaders but I can't figure out how to combine them.

Any help greatly appreciated.

  • Dissolve shader: https://gist.github.com/jimfleming/ad643ef3aca7d0e8a743

  • Original mobile unlit+lightmap shader: https://gist.github.com/jimfleming/edc86d310c15c7e165c9

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avatar image OP_toss · May 29, 2013 at 07:17 PM 0
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Well for 1, your dissolve shader is CG and your lightmap shader is ShaderLab. Hard to combine. Tinting is simply multiplying by a color, so give it a color input property, and bind/combine (ShaderLab) or $$anonymous$$ultiply (CG) it by the texture. You may run into an issue with having 3 texture reads, a lightmap read, and a few colors... Just some thoughts. Hope this helps.

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Answer by jimfleming · Jul 08, 2013 at 02:03 AM

Finally figured it out. The difficulty was correctly accessing the lightmap from a cg shader.

The code is here with some comments about gotchas.

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avatar image Opde · Jul 15, 2014 at 09:55 AM 0
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Thank you for keeping the files online!

avatar image FariAnderson · Aug 15, 2021 at 11:29 AM 0
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any solutions for unity 2020 ?

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