Question by
Sumaccamus · Aug 23, 2015 at 03:49 PM ·
shaderlightingshadowvertexdisplacement
how to get spot-/point-/..lights working with vertex displacement shader?
hey everyone,
question above. i can't figure out how to do this.
this is how far i am:
CGPROGRAM
#pragma surface surf LambertDoubleSided vertex:vert addshadow alphatest:_Cutoff
uniform fixed4 _Color;
struct Input
{
float2 uv_MainTex;
};
void vert(inout appdata_full v)
{
v.vertex.x += sin(_Time.y)/10;
}
void surf (Input IN, inout SurfaceOutput o) {
o.Albedo = _Color;
}
fixed4 LightingLambertDoubleSided (SurfaceOutput s, fixed3 lightDir, fixed atten)
{
fixed diff = saturate ( dot (s.Normal, lightDir));
fixed4 c = fixed4 (1);
c.rgb = (diff * atten);
return c;
}
ENDCG
sumaccamus
Edit: Got it. Set Rendering Path to Deferred in Playersettings.
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