Shader "CrispyPin/CA Output" { Properties { [NoScaleOffset] _MainTex ("RenderTexture", 2D) = "white" {} _Emission ("Emission", Range(0, 1)) = 0.5 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 struct Input { float2 uv_MainTex; }; sampler2D _MainTex; half _Emission; void surf (Input IN, inout SurfaceOutputStandard o) { // don't interfere with simulation camera if(_ProjectionParams.z < 1) discard; // Albedo comes from a texture tinted by color fixed4 c = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = c.rgb; o.Emission = c.rgb * _Emission; } ENDCG } FallBack "Diffuse" }