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               Question by 
               sosh · Feb 07, 2017 at 02:50 PM · 
                shaderlightingshadersshader programming  
              
 
              Adding a Pass to the Standard Shader
Hi,
I'm experimenting with adding some procedural textures to the standard shader. I'd like to add an extra pass (with vert and frag functions), but am unsure about where in the sequence this should go, and how to properly integrate it with the other passes (I want to keep all the standard shader lighting features etc.).
To keep things simple, I'd like to start with adding an extra pass which simply paints the mesh one color. Where should this go (in Standard.shader)?
Note : I've tried adding a pass between passes #1 ("FORWARD"), and #2 ("FORWARD_DELTA"). This workds, and casts shadows, but does not recieve shadows.
Thank you!
               Comment
              
 
               
              Hey, did you find an answer? Just wondering, why not to put it at the end?
Your answer