cvr-props/Assets/automata/ca_output.shader

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Text

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;
float _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
float4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Emission = c.rgb * _Emission;
}
ENDCG
}
FallBack "Diffuse"
}