Removed TOTU 103
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								Assets/Common/Shaders/NeonCube.shader
									
									
									
									
									
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								Assets/Common/Shaders/NeonCube.shader
									
									
									
									
									
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| Shader "Custom/NeonCube" | ||||
| { | ||||
|     Properties | ||||
|     { | ||||
|         _MainTex ("Main Texture", 2D) = "white" {} | ||||
|         _EmissionColor ("Emission Color", Color) = (1, 1, 1, 1) | ||||
|         _EmissionIntensity ("Emission Intensity", Range(0, 1)) = 1 | ||||
|     } | ||||
|  | ||||
|     SubShader | ||||
|     { | ||||
|         Tags { "RenderType"="Opaque" } | ||||
|         LOD 200 | ||||
|  | ||||
|         CGPROGRAM | ||||
|         #pragma surface surf Lambert | ||||
|  | ||||
|         sampler2D _MainTex; | ||||
|         fixed4 _EmissionColor; | ||||
|         half _EmissionIntensity; | ||||
|  | ||||
|         struct Input | ||||
|         { | ||||
|             float2 uv_MainTex; | ||||
|         }; | ||||
|  | ||||
|         void surf (Input IN, inout SurfaceOutput o) | ||||
|         { | ||||
|             fixed4 c = tex2D (_MainTex, IN.uv_MainTex); | ||||
|             o.Albedo = c.rgb; | ||||
|  | ||||
|             // Apply emission color and intensity | ||||
|             o.Emission = _EmissionColor.rgb * _EmissionIntensity; | ||||
|         } | ||||
|         ENDCG | ||||
|     } | ||||
|  | ||||
|     FallBack "Diffuse" | ||||
| } | ||||
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	 Ignacio Gómez Puga
					Ignacio Gómez Puga