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- // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
-
- Shader "MyShader/Illusion/Diffuse"
- {
- Properties{
- _Color("Main Color", Color) = (1,1,1,1)
- _MainTex("Base (RGB)", 2D) = "white" {}
- _Illum("Illumin (A)", 2D) = "white" {}
- _Emission("Emission (Lightmapper)", Float) = 1.0
- _EmissionIntensity("EmissionIntensity", Range(0, 10)) = 1
-
- }
- SubShader{
- Tags{ "RenderType" = "Opaque" }
- LOD 200
-
- CGPROGRAM
- #pragma surface surf Lambert
-
- sampler2D _MainTex;
- sampler2D _Illum;
- fixed4 _Color;
- fixed _Emission;
- fixed _EmissionIntensity;
-
- struct Input {
- float2 uv_MainTex;
- float2 uv_Illum;
- };
-
- void surf(Input IN, inout SurfaceOutput o) {
- fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
- fixed4 c = tex * _Color;
- o.Albedo = c.rgb;
- o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a;
- #if defined (UNITY_PASS_META)
- o.Emission *= _Emission.rrr;
- #endif
- o.Emission *= _EmissionIntensity;
- o.Alpha = c.a;
- }
- ENDCG
- }
- FallBack "Legacy Shaders/Self-Illumin/VertexLit"
- CustomEditor "LegacyIlluminShaderGUI"
- }
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