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Question by msaucedo · Mar 14, 2013 at 07:11 PM · shaderlabvertex shaderadditivediffusevertexcolor

ShaderLab: can I have 2 colors in my vertex stream?

I want my shader to be able to read the vertex color from my mesh.colors, which I'm doing already, but then I also want to supply a second color (additive) so that I may do:

final = pixel * color + additive

I want the second color to be per vertex (my first color is per vertex). I've done this before in a fixed function pipeline years ago. Just hoping it's doable under Unity 4.0 shaders.

I'm already using BindChannels: Color, Vertex, TexCoord

My shader is simple. it's for 2d sprites which can have alpha. Here's my current shader which already does the single color. (but I want 2!)

 Shader "Shaders/Alpha Blended"
 {
     Properties
     {
         _MainTex ("Particle Texture", 2D) = "white" {}
     }
     
     Category
     {
         Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
         Blend SrcAlpha OneMinusSrcAlpha
         Cull Off Lighting Off ZWrite Off ZTest Always Fog { Mode Off }
         
         BindChannels
         {
             Bind "Color", color
             Bind "Vertex", vertex
             Bind "TexCoord", texcoord
         }
         
         SubShader
         {
             Pass
             {
                 SetTexture [_MainTex]
                 {
                     combine texture * primary
                 }
             }
         }
     }
 }
 
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