- Home /
Weird Vertex Shader Behaviour
Hi everyone,
I want to make a Vertex Shader using the vertex color and a main color property but I want this main color to not affect the vertex color once it's not white. I've try to come up with a soluton however I get this strange behaviour on my game object :
Here is the shader in question : Shader "Custom/Vertex Color" { Properties{ _Color("Main Color", Color) = (1.,1.,1.,1.) _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess("Shininess", Range(0.03, 1)) = 0.078125 _MainTex("Base (RGB) Gloss (A)", 2D) = "white" {} _BumpMap("Normalmap", 2D) = "bump" {} } SubShader{ Tags{ "RenderType" = "Opaque" } LOD 400 CGPROGRAM #pragma surface surf BlinnPhong sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; half _Shininess; struct Input { float2 uv_MainTex; float2 uv_BumpMap; half4 color : COLOR0; }; void surf(Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); //If Vertex color not white then I dont use the main color if(!(IN.color.r == 1 && IN.color.g == 1 && IN.color.b == 1)) o.Albedo = tex.rgb * IN.color.rgb; else o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Diffuse" }