Answer by ScroodgeM
first, "Toon/Lighted/FORWARD" and "Reflective/Bumped/FORWARD" excludes each other. you'll never get a combination of both this way. only one of them will be rendered or you possibly can get an effect...
View ArticleAnswer by Santolin
I'm not sure why but I can't upvote you. Anyways, I got it to work: Shader "Custom/Reflective toon" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Texture", 2D) = "white" {}...
View ArticleAnswer by o0_ICE_0o
Refined your code :) @Santolin Shader "Custom/Reflective toon" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Texture", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _Ramp...
View ArticleAnswer by ScroodgeM
first, "Toon/Lighted/FORWARD" and "Reflective/Bumped/FORWARD" excludes each other. you'll never get a combination of both this way. only one of them will be rendered or you possibly can get an effect...
View ArticleAnswer by Santolin
I'm not sure why but I can't upvote you. Anyways, I got it to work: Shader "Custom/Reflective toon" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Texture", 2D) = "white" {}...
View ArticleAnswer by o0_ICE_0o
Refined your code :) @Santolin Shader "Custom/Reflective toon" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Texture", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _Ramp...
View ArticleAnswer by ScroodgeM
first, "Toon/Lighted/FORWARD" and "Reflective/Bumped/FORWARD" excludes each other. you'll never get a combination of both this way. only one of them will be rendered or you possibly can get an effect...
View ArticleAnswer by Santolin
I'm not sure why but I can't upvote you. Anyways, I got it to work: Shader "Custom/Reflective toon" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Texture", 2D) = "white" {}...
View ArticleAnswer by o0_ICE_0o
Refined your code :) @Santolin Shader "Custom/Reflective toon" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Texture", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _Ramp...
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