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