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Question by Kadaiyen · Jun 20, 2013 at 04:43 AM · shadersillumination

How Does One Toggle Self-Illumination On/Off in Shader?

Hey guys,

The goal is to have a self-illuminated object whose illumination turns on/off based on a boolean "powered", which also works in VertexLit mode. (set on the Camera)

I modified slightly the default Self-Illum-Diffuse shader to allow for this (check this line, where I multiply the end result by _Emission, from 0-1:

o.Emission = c.rgb * UNITY_SAMPLE_1CHANNEL(_Illum, IN.uv_Illum) * _Emission;

) but it doesn't work in VertexLit mode - how can I convert this into a compatible shader?

Also, is there a more efficient / easier way to accomplish this?

Thanks!

 Shader "Custom/Self-Illumin/Diffuse" {
     Properties {
         _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
         _Illum ("Illumin (A)", 2D) = "white" {}
         _Emission ("Emission", Range(0, 1.0)) = 1
     }
     SubShader {
         Tags { "RenderType"="Opaque" }
         LOD 200
     
         CGPROGRAM
         #pragma surface surf Lambert
 
         sampler2D _MainTex;
         sampler2D _Illum;
         float _Emission;
 
         struct Input {
             float2 uv_MainTex;
             float2 uv_Illum;
         };
 
         void surf (Input IN, inout SurfaceOutput o) {
             fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
             fixed4 c = tex * fixed4(1,1,1,1);
             o.Albedo = c.rgb;
             o.Emission = c.rgb * UNITY_SAMPLE_1CHANNEL(_Illum, IN.uv_Illum) * _Emission;
             o.Alpha = c.a;
         }
         ENDCG
     }
     FallBack "Self-Illumin/VertexLit"
 }
 
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Answer by kubci98 · Jun 22, 2013 at 03:05 PM

If you want to switch between self-illuminated and not-self-illuminated, use renderer.material.shader and switch between self-illuminated and diffuse.

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