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- Shader "Custom/UnlitWhite" {
- Properties {
- }
- SubShader {
- Tags { "RenderType"="Opaque" }
- LOD 200
-
- CGPROGRAM
- #pragma surface surf Lambert
- struct Input {
- float2 uv_MainTex;
- };
- void surf (Input IN, inout SurfaceOutput o) {
- o.Albedo = half3(0.0,0.0,0.0);
- o.Alpha = 1.0;
- o.Emission = half3(1.0,1.0,1.0);
- }
- ENDCG
- }
- FallBack "Diffuse"
- }
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