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Question by Predominant · Jan 12, 2014 at 11:16 AM · shadermesh color

Shader Shininess based on vertex color

Hey,

So I have a sphere thats deformed somewhat, and I use a vertex shader to set colors on the mesh, and have it render certain colors based on the offset from the center of the sphere.

What I'd like to do now is change the S$$anonymous$$niness based on the color set to the vertex, or to set s$$anonymous$$niness through a C# script that handles terrain painting.

Is t$$anonymous$$s possible? Does anyone have any samples on how I would allocate s$$anonymous$$niness based on other factors on a vertex basis?

Example so far: alt text

Simple Vertex Color Shader that I am using:

 Shader "VertexColor" {
 Properties {
     _Color ("Main Color", Color) = (1,1,1,1)
     _SpecColor ("Spec Color", Color) = (1,1,1,1)
     _Emission ("Emmisive Color", Color) = (0,0,0,0)
     _S$$anonymous$$niness ("S$$anonymous$$niness", Range (0.01, 1)) = 0.7
     _MainTex ("Base (RGB)", 2D) = "w$$anonymous$$te" {}
 }
 
 SubShader {
     Pass {
         Material {
             S$$anonymous$$niness [_S$$anonymous$$niness]
             Specular [_SpecColor]
             Emission [_Emission]
         }
         ColorMaterial AmbientAndDiffuse
         Lighting On
         SeparateSpecular On
         SetTexture [_MainTex] {
             Combine texture * primary, texture * primary
         }
         SetTexture [_MainTex] {
             constantColor [_Color]
             Combine previous * constant DOUBLE, previous * constant
         } 
     }
 }
 
 Fallback " VertexLit", 1
 }


screenshot.461.png (128.3 kB)
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