Shader "EnvMapGlass" {
Properties {
_EnvMap ("EnvMap", 2D) = "black" { TexGen SphereMap }
}
SubShader {
SeperateSpecular On
Pass {
Name "BASE"
Cull Front
//Blend One OneMinusDstColor
Blend One One
BindChannels {
Bind "Vertex", vertex
Bind "normal", normal
}
SetTexture [_EnvMap] {
combine texture
}
}
Pass {
Name "BASE"
ZWrite on
Blend One One
BindChannels {
Bind "Vertex", vertex
Bind "normal", normal
}
SetTexture [_EnvMap] {
combine texture
}
}
}
Fallback off
}