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- Shader "Vertex Lit Sausage" {
- Properties {
- _MainTex ("Texture", 2D) = "white" {}
- _Emission ("Emission", Color) = (0,0,0,1)
- }
- SubShader {
- Tags { "RenderType" = "Opaque" }
- Lighting On
- CGPROGRAM
- #pragma surface surf Lambert
- fixed4 _Color;
- fixed4 _Emissive;
- struct Input {
- float2 uv_MainTex;
- };
- sampler2D _MainTex;
- void surf (Input IN, inout SurfaceOutput o) {
- o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb*_Color;
- o.Emission = tex2D (_MainTex, IN.uv_MainTex).rgb*_Emission*2;
- }
- ENDCG
- }
- Fallback "Diffuse"
- }
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