Created
June 5, 2022 22:41
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Unity Diffuse Shader Template
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Shader "MatthewShaders/StandardDiffuse" | |
{ | |
Properties | |
{ | |
//Defining a property that will be used to set the Albedo for this material. | |
_Color ("Color", Color) = (1,1,1,1) | |
} | |
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 | |
//Not being used, but the compiler will not allow this to be empty. | |
struct Input | |
{ | |
float2 uv_MainTex; | |
}; | |
//This variable will contain the value from the _Color property set in the inspector. | |
fixed4 _Color; | |
void surf (Input IN, inout SurfaceOutputStandard o) | |
{ | |
//We set the Albedo property of the SurfaceOutputStandard struct based on the _Color property. | |
o.Albedo = _Color.rgb; | |
} | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
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