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