2024-10-17 17:23:05 +03:00

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Shader "Unlit"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
Cull Back
CGPROGRAM
#pragma target 3.0
#pragma surface surf Unlit keepalpha addshadow fullforwardshadows
struct Input
{
half filler;
};
uniform float4 _Color;
inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
{
return half4 ( 0, 0, 0, s.Alpha );
}
void surf( Input i , inout SurfaceOutput o )
{
o.Emission = _Color.rgb;
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
}