evershade/Assets/Shaders/SpeckledShader.shader

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Shader "Custom/SpeckledShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_SpeckleTex ("Speckle Texture", 2D) = "white" {}
_SpeckleIntensity ("Speckle Intensity", Range(0,1)) = 0.5
}
SubShader
{
Tags
{
"RenderType"="Opaque"
}
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
sampler2D _SpeckleTex;
float _SpeckleIntensity;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// Main texture color
fixed4 col = tex2D(_MainTex, i.uv);
// Speckle texture color
fixed4 speckle = tex2D(_SpeckleTex, i.uv * 10.0); // Adjust scaling for effect
// Combine them
col.rgb = lerp(col.rgb, speckle.rgb, _SpeckleIntensity);
return col;
}
ENDCG
}
}
}