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Question by cineboxandrew · May 18, 2013 at 02:34 AM · lightingshader writingplanet

How do i invert the shading of a shader?

How do i make this shader invert the shadows for city lights on a planet? I want them to be lighted on the dark side, but invisible on the light side. Any way to modify this shader to do this?

Shader "Custom/CanvasWithAlphaMask" {

 Properties {
        _MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
        _Color ("Main Color", Color) = (0,0,0,0)
        _Stencil("Stencil Texture (RGB)", 2D) = "white" {}
     }
     Subshader {
        Tags {
          "Queue"="Transparent"
          "IgnoreProjector"="False"
          "RenderType"="Transparent"
        }
  
       Lighting Off //doesn't do anything
  
        CGPROGRAM
        #pragma surface surf Lambert alpha
  
          struct Input {
           float2 uv_MainTex;
          };
  
          half4 _Color;
          sampler2D _Stencil;
          sampler2D _MainTex;
          
  
         void surf (Input IN, inout SurfaceOutput o) {
            half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
            o.Emission = c.rgb;
            o.Alpha = c.a * tex2D(_Stencil, IN.uv_MainTex).a ;
        }
        ENDCG
     }
 }
 
 
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avatar image Benproductions1 · May 20, 2013 at 02:06 AM 0
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I don't know anything about shaders, but can't you go: color = whiteColor - color;?

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