//Color만 받는 shader만들기
Shader "Custom/MyShader"
{
Properties
{
//속성 4개 RGB, 밝기
_Red("Red", Range(0, 1)) = 0
_Green("Green", Range(0, 1)) = 0
_Blue("Blue", Range(0, 1)) = 0
_BrightDark("Bright & Dark", Range(-1 , 1)) = 0
}
SubShader
{
Tags { "RenderType" = "Opaque" }
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
struct Input
{
float2 uv_MainTex;
};
fixed _Red;
fixed _Green;
fixed _Blue;
fixed _BrightDark;
void surf(Input IN, inout SurfaceOutputStandard o)
{
//Emission값 설정하기
o.Emission = fixed3(_Red, _Green, _Blue) + _BrightDark;
o.Alpha = 1.0;
}
ENDCG
}
FallBack "Diffuse"
}
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