I have a shader that I found searching around on the forums that blends between two textures, but I need to modify it so that it behaves like an Unlit shader would. Having it be mobile-friendly would be good as well since this is for an iOS/Android game. My knowledge of shaders is basically non-existent and I’ve tried researching but it hasn’t worked out thus far.
Here’s the shader as is currently:
Shader "Custom/ChangeMaterial"
{
Properties
{
_Tint ("Tint Color", Color) = (.9, .9, .9, 1.0)
_TexMat1 ("Base (RGB)", 2D) = "white" {}
_TexMat2 ("Base (RGB)", 2D) = "white" {}
_Blend ("Blend", Range(0.0,1.0)) = 0.0
}
Category
{
ZWrite On
Alphatest Greater 0
Tags {Queue=Transparent}
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
SubShader
{
Pass
{
Material
{
Diffuse [_Tint]
Ambient [_Tint]
}
Lighting On
SetTexture [_TexMat1] { combine texture }
SetTexture [_TexMat2] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_TexMat2] { combine previous +- primary, previous * primary }
}
}
FallBack " Diffuse", 1
}
}
Any and all help is appreciated. Thanks in advance!