- Home /
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
Comment
Best Answer
Answer by simonmc · Apr 02, 2012 at 10:10 AM
just add Lighting Off
before the CGPROGRAM line
Does not work for "surf Lambert", the generated shader still contains "LightingLambert".
Your answer
Follow this Question
Related Questions
How To Replicate the Untitled Goose Game Art Style? 0 Answers
Add alpha cutout and lighting to custom unlit shader 0 Answers
Is it possible to fake Global Illumination within textures? 1 Answer
iPhone Shader - Unlit, 2 textures (alpha blend), Base needs tint. 1 Answer
How can I get the attenuation value of a spotlight in a shader? 0 Answers