// 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" }