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Question by soheylimani · Jul 06, 2021 at 08:20 AM · lightingshaderssurface shaderdiffuseunlit

Lighting support in Unlit shader

Hello World! I'm trying to turn on lighting in this unlit shader, actually I tried to convert it to a surface shader but I don't really know what to do, I'll be thankful if somebody helps me :)

 Shader "Unlit/RadialGradient"
 {
     Properties
     {
         _MainTex ("Texture", 2D) = "white" {}
         _NoiseTex("Noise Texture", 2D) = "white" {}
         _NoiseForce("Noise Force", Range(0, 500)) = 10
         _NoiseScale("Noise Scale", Vector) = (10, 10, 0, 0)
         _ColorFrom ("Color From", Color) = (1, 0, 1, 1)
         _ColorTo ("Color To", Color) = (1, 1, 0, 1)
         _RadiusMultiplier ("Radius", Range(0, 5)) = 1
         _GradientPivot ("Position", Vector) = (0, 0, 0, 0)
     }
     SubShader
     {
         Tags { "Queue" = "Transparent" }
 
         Blend SrcAlpha OneMinusSrcAlpha 
 
         Pass
         {
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
 
             #include "UnityCG.cginc"
 
             struct appdata
             {
                 float4 vertex : POSITION;
                 float2 uv : TEXCOORD0;
             };
 
             struct v2f
             {
                 float2 uv : TEXCOORD0;
                 float4 vertex : SV_POSITION;
             };
 
             sampler2D _MainTex;
             sampler2D _NoiseTex;
             float _NoiseForce;
             float2 _NoiseScale;
             float4 _ColorFrom;
             float4 _ColorTo;
             float _RadiusMultiplier;
             float4 _GradientPivot;
 
             v2f vert (appdata v)
             {
                 v2f o;
                 o.vertex = UnityObjectToClipPos(v.vertex);
                 o.uv = v.uv;
                 return o;
             }
 
             float3 getNoise(float2 uv)
             {
                 float2 scale = 10;
                 float force = _NoiseForce;
                 return tex2D(_NoiseTex, uv * _NoiseScale)/force;
             }
 
             fixed4 frag (v2f i) : SV_Target
             {
                 fixed2 pixelPoint = fixed2(i.uv.x, i.uv.y);
                 float xDist = pow(pixelPoint.x - _GradientPivot.x, 2);
                 float yDist = pow(pixelPoint.y - _GradientPivot.y, 2);
                 float dist = sqrt(xDist + yDist) / _RadiusMultiplier;
                 dist = clamp(dist, 0, 1);
                 fixed4 col = lerp(_ColorFrom, _ColorTo, dist);
                 col.rgb += getNoise(i.uv);
                 return col;
             }
             ENDCG
         }
     }
 }
 

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