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- Shader "Unlit"
- {
- Properties
- {
- _Color("Color", Color) = (1,1,1,1)
- [HideInInspector] __dirty( "", Int ) = 1
- }
- SubShader
- {
- Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
- Cull Back
- CGPROGRAM
- #pragma target 3.0
- #pragma surface surf Unlit keepalpha addshadow fullforwardshadows
- struct Input
- {
- half filler;
- };
- uniform float4 _Color;
- inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
- {
- return half4 ( 0, 0, 0, s.Alpha );
- }
- void surf( Input i , inout SurfaceOutput o )
- {
- o.Emission = _Color.rgb;
- o.Alpha = 1;
- }
- ENDCG
- }
- Fallback "Diffuse"
- }
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