// Simplified Diffuse shader. Differences from regular Diffuse one:
// - no Main Color
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
Shader "Mobile/Diffuse" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 150
CGPROGRAM
#pragma surface surf Lambert noforwardadd
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Mobile/VertexLit"
}
最終更新:2013年02月02日 14:48