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- // 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/SCDiffuseNoAlpha" {
- Properties{
- _MainTex("Base (RGB)", 2D) = "white" {}
- _Color("Color", Color) = (1,1,1,1)
- }
- SubShader
- {
-
- Tags { "RenderType" = "Opaque" }
- LOD 150
-
- CGPROGRAM
- #pragma surface surf Lambert noforwardadd
- 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 = c.a;
- }
-
- ENDCG
- }
- //Fallback "Mobile/VertexLit"
- }
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