Work in progress...
Shader "quadrapule" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_BumpMap ("Bump (RGB) Illumin (A)", 2D) = "bump" {}
//uniform sampler2D decal
}
SubShader {
CGPROGRAM
#pragma surface surf Lambert
struct Input
{
float2 leftTexCoord : TEXCOORD0;
float2 rightTexCoord : TEXCOORD1;
};
sampler2D _MainTex;
void surf (Input IN, inout SurfaceOutput o )
{
//float4 leftColor = tex2D(_MainTex, leftTexCoord);
//float4 rightColor = tex2D(_MainTex, rightTexCoord);
float4 leftColor = tex2D(_MainTex, (float2)20);
float4 rightColor = tex2D(_MainTex, (float2)20);
o.Albedo = lerp(leftColor, rightColor, 0.5);
}
ENDCG
}
FallBack "Diffuse"
}