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Question by KINDOK · Jun 01, 2016 at 10:41 PM · shadereditorshadow

How to put the editor without light. Only with albedo map.

Any settings to put the editor mode like this?: alt text

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avatar image Namey5 · Jun 02, 2016 at 07:21 AM 0
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I don't quite follow what you wish to do. Are you trying to make the shader unlit when in the editor? In which case it would be something like;

 Shader "Custom/UnlitEditor" {
     Properties {
         [Toggle(LIGHTING_ON)] _Lit ("Lighting", Int) = 0
         _Color ("Color", Color) = (1,1,1,1)
         _$$anonymous$$ainTex ("Albedo (RGB)", 2D) = "white" {}
         _Glossiness ("Smoothness", Range(0,1)) = 0.5
         _$$anonymous$$etallic ("$$anonymous$$etallic", Range(0,1)) = 0.0
     }
     SubShader {
         Tags { "RenderType"="Opaque" }
         LOD 200
         
         CGPROGRA$$anonymous$$
         // Physically based Standard lighting model, and enable shadows on all light types
         #pragma surface surf Standard fullforwardshadows
         #pragma shader_feature LIGHTING_ON
 
         // Use shader model 3.0 target, to get nicer looking lighting
         #pragma target 3.0
 
         sampler2D _$$anonymous$$ainTex;
 
         struct Input {
             float2 uv_$$anonymous$$ainTex;
         };
 
         half _Glossiness;
         half _$$anonymous$$etallic;
         fixed4 _Color;
 
         void surf (Input IN, inout SurfaceOutputStandard o) {
             // Albedo comes from a texture tinted by color
             fixed4 c = tex2D (_$$anonymous$$ainTex, IN.uv_$$anonymous$$ainTex) * _Color;
             #ifdef LIGHTING_ON
                 o.Albedo = c.rgb;
                 // $$anonymous$$etallic and smoothness come from slider variables
                 o.$$anonymous$$etallic = _$$anonymous$$etallic;
                 o.Smoothness = _Glossiness;
             #else
                 o.Emission = c.rgb;
                 // $$anonymous$$etallic and smoothness come from slider variables
                 o.$$anonymous$$etallic = 0;
                 o.Smoothness = 0;
             #endif
             o.Alpha = c.a;
         }
         ENDCG
     }
     FallBack "Diffuse"
 }
 

And if you wanted this to automatically change when not in the editor, you can use;

http://docs.unity3d.com/ScriptReference/Shader.Enable$$anonymous$$eyword.html http://answers.unity3d.com/questions/58122/detect-if-game-is-in-play-or-edit-mode.html

avatar image KINDOK Namey5 · Jun 03, 2016 at 09:40 AM 0
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Yeah, I want to make the shader unlit when in the editor and i used this code; but I don't know how to apply to the editor. I saw the links, also.

Thanks for the answer.

avatar image Namey5 KINDOK · Jun 03, 2016 at 10:06 AM 1
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Would be something like (JS);

 @script ExectuteInEdit$$anonymous$$ode
 
 private var mat : $$anonymous$$aterial;
 
 function Start
 {
     mat = gameObject.GetComponent (Renderer).material;
 }
 
 function Update ()
 {
     if (Application.isEditor) {
         if (Application.isPlaying) {    //Comment this out if you want it to be unlit always in the editor
             mat.Enable$$anonymous$$eyword ("LIGHTING_ON");
         } else {
             mat.Disable$$anonymous$$eyword ("LIGHTING_ON");
         }
     } else {
         mat.Disable$$anonymous$$eyword ("LIGHTING_ON");
     }
 }

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