// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) // Simplified Diffuse shader. Differences from regular Diffuse one: // - no Main Color // - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. Shader "Mobile/SCDiffuse" { Properties{ _MainTex("Base (RGB)", 2D) = "white" {} _Alpha("Alpha", Range(0.0, 1.0)) = 1.0 _Color("Color", Color) = (1,1,1,1) } SubShader { Tags { "RenderType" = "Opaque" } LOD 150 ZWrite Off Blend SrcAlpha OneMinusSrcAlpha cull back CGPROGRAM #pragma surface surf Lambert noforwardadd keepalpha sampler2D _MainTex; fixed _Alpha; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = _Alpha; } ENDCG } //Fallback "Mobile/VertexLit" }