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Projector affected by light and shadows(car vinyls, blood spatter or bullet holes)
I'm trying to project a decal onto a car that is affected by light and shadows.
I've messed around with this for many days now, here's what I have:
Shader "VinylShader"
{
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_ShadowTex ("Cookie", 2D) = "" { TexGen ObjectLinear }
_FalloffTex ("FallOff", 2D) = "" { TexGen ObjectLinear }
}
Subshader {
Pass {
ZWrite off
AlphaTest Greater 0
Offset -1, -1
//Fog { Color (0, 0, 0) }
Color [_Color]
ColorMask RGB
Material {
Diffuse [_Color]
Ambient [_Color]
}
Lighting On
SeparateSpecular On
Blend SrcAlpha OneMinusSrcAlpha
//Blend DstColor One
SetTexture [_ShadowTex] { combine texture* primary // primary, ONE - texture
Matrix [_Projector]
}
SetTexture [_FalloffTex] {
constantColor (0,0,0,0)
combine previous lerp (texture) constant
Matrix [_ProjectorClip]
}
}
}
}
unlitvinyl.jpg
(60.8 kB)
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Best Answer
Answer by Sondre-S · Feb 02, 2015 at 10:08 PM
Those who want a simple decal system, download the boot camp demo and look at the decal system there. Might not be the best choice, but it's free and it works great if you tweak it a bit like I did.
http://answers.unity3d.com/questions/891601/how-to-use-the-bootcampdecalsystem.html