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Question by jindave · Apr 02, 2012 at 08:34 AM · shaderlightingunlit

Shader: Light off in CGPROGRAM

How I can turn off light in CGPROGRAM ? I my goal: shader like Unlit (Light don't affect the shader)

 CGPROGRAM
           #pragma exclude_renderers gles
           //#pragma surface surf Lambert
           #pragma surface surf Lambert
           struct Input {
               float2 uv_MainTex;
               float2 uv_BumpMap;
               float3 worldRefl;
               INTERNAL_DATA
           };
           float _Shininess;
           sampler2D _MainTex;
           sampler2D _BumpMap;
           samplerCUBE _Cube;
           
           
           sampler2D _Texture2;
           float _Blend1;
             
           sampler2D _Texture3;
           float _Blend2;
             
           sampler2D _Texture4;
           float _Blend3;
           
           void surf (Input IN, inout SurfaceOutput o) {
               
                  // Blend between base texture nad blend texture 1
               fixed4 tex = lerp(tex2D(_MainTex, IN.uv_MainTex), tex2D(_Texture2, IN.uv_MainTex), _Blend1);
             
               // Blend between base+blend1 texture nad blend texture 2
               tex = lerp(tex, tex2D(_Texture3, IN.uv_MainTex), _Blend2);
 
           // I THINK HERE I NEED TURN OFF LIGHT    
               
               o.Albedo = tex.rgb;
               o.Alpha = tex.a;
               o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
               o.Emission = texCUBE (_Cube, WorldReflectionVector (IN, o.Normal)).rgb  * _Shininess;
           }
           ENDCG
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Answer by simonmc · Apr 02, 2012 at 10:10 AM

just add Lighting Off before the CGPROGRAM line

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avatar image macrod · Mar 30, 2018 at 02:40 AM 0
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Does not work for "surf Lambert", the generated shader still contains "LightingLambert".

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