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Question by VinnieH01 · Jan 23, 2017 at 06:53 PM · unity 5shaderterrainshader programmingsurface shader

Unlit terrain shader

I've been trying to create an unlit unity terrain shader but with no success, I downloaded the unity diffuse terrain shader :

 Shader "Nature/Terrain/Diffuse" {
 Properties {
     [HideInInspector] _Control ("Control (RGBA)", 2D) = "red" {}
     [HideInInspector] _Splat3 ("Layer 3 (A)", 2D) = "white" {}
     [HideInInspector] _Splat2 ("Layer 2 (B)", 2D) = "white" {}
     [HideInInspector] _Splat1 ("Layer 1 (G)", 2D) = "white" {}
     [HideInInspector] _Splat0 ("Layer 0 (R)", 2D) = "white" {}
     [HideInInspector] _Normal3 ("Normal 3 (A)", 2D) = "bump" {}
     [HideInInspector] _Normal2 ("Normal 2 (B)", 2D) = "bump" {}
     [HideInInspector] _Normal1 ("Normal 1 (G)", 2D) = "bump" {}
     [HideInInspector] _Normal0 ("Normal 0 (R)", 2D) = "bump" {}
     // used in fallback on old cards & base map
     [HideInInspector] _MainTex ("BaseMap (RGB)", 2D) = "white" {}
     [HideInInspector] _Color ("Main Color", Color) = (1,1,1,1)
 }
 
 CGINCLUDE
     #pragma surface surf Lambert vertex:SplatmapVert finalcolor:SplatmapFinalColor finalprepass:SplatmapFinalPrepass finalgbuffer:SplatmapFinalGBuffer
     #pragma multi_compile_fog
     #include "TerrainSplatmapCommon.cginc"
 
 
     void surf(Input IN, inout SurfaceOutput o)
     {
         half4 splat_control;
         half weight;
         fixed4 mixedDiffuse;
         SplatmapMix(IN, splat_control, weight, mixedDiffuse, o.Normal);
         o.Albedo = mixedDiffuse.rgb;
         o.Alpha = weight;
     }
 ENDCG
 
 Category {
     Tags {
         "Queue" = "Geometry-99"
         "RenderType" = "Opaque"
     }
     // TODO: Seems like "#pragma target 3.0 _TERRAIN_NORMAL_MAP" can't fallback correctly on less capable devices?
     // Use two sub-shaders to simulate different features for different targets and still fallback correctly.
     SubShader { // for sm3.0+ targets
         CGPROGRAM
             #pragma target 3.0
             #pragma multi_compile __ _TERRAIN_NORMAL_MAP
         ENDCG
     }
     SubShader { // for sm2.0 targets
         CGPROGRAM
         ENDCG
     }
 }
 
 Dependency "AddPassShader" = "Hidden/TerrainEngine/Splatmap/Diffuse-AddPass"
 Dependency "BaseMapShader" = "Diffuse"
 Dependency "Details0"      = "Hidden/TerrainEngine/Details/Vertexlit"
 Dependency "Details1"      = "Hidden/TerrainEngine/Details/WavingDoublePass"
 Dependency "Details2"      = "Hidden/TerrainEngine/Details/BillboardWavingDoublePass"
 Dependency "Tree0"         = "Hidden/TerrainEngine/BillboardTree"
 
 Fallback "Diffuse"
 }

I'm new to writing shaders so I'm a bit lost, I thought that all I would have to do was to remove the

 Lambert vertex:SplatmapVert finalcolor:SplatmapFinalColor finalprepass:SplatmapFinalPrepass finalgbuffer:SplatmapFinalGBuffer

part of line 17 But I was wrong, so I tried to add Lighting Off but Im not sure where to put it so I just got a bunch of errors because I placed it in the wrong location. I also removed all the dependencies at the end of the script but I saw no visible change.

How can I convert this diffuse shader into a completly unlit one?

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