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How to add Emission to my custom shader?
Hi in my Endless Runner Game im using shader from this video : https://www.youtube.com/watch?v=UGYLMPOyHyM thats making curved surface effect, its working perfectly except that on my surface material i was previously using Standart Shader but this new curved Shader doesnt contain the same Functions like emission and much more, i need to add Emission to the Shader but none of the internet solutions seem to work default standart shader : https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/DefaultResourcesExtra/Standard.shader , CurvedShader Script :
     Properties {
    _Color ("Color", Color) = (1,1,1,1)
    _MainTex ("Albedo (RGB)", 2D) = "white" {}![alt text][1]
   }
 
   SubShader {
 
  Tags { "RenderType"="Opaque" }
  LOD 200
 
  CGPROGRAM
 
  // Physically based Standard lighting model, and enable shadows on all light types
 
  #pragma surface surf Standard fullforwardshadows vertex:vert addshadow
  //#pragma surface surf Lambert vertex:vert addshadow
    
  // Use shader model 3.0 target, to get nicer looking lighting
  #pragma target 3.0
 
  #include "UnityCG.cginc"
 
  sampler2D _MainTex;
    
  struct Input {
  float2 uv_MainTex;
  };
    
  fixed4 _Color;
  
  // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
  // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
  // #pragma instancing_options assumeuniformscaling
 
  UNITY_INSTANCING_BUFFER_START(Props)
  // put more per-instance properties here
  UNITY_INSTANCING_BUFFER_END(Props)
 
  #include "CurvedSurfaceCore.cginc"
 
  void surf (Input IN, inout SurfaceOutputStandard o) 
  //void surf (Input IN, inout SurfaceOutput o) 
  {
      // Albedo comes from a texture tinted by color
      fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
      o.Albedo = c.rgb;
      o.Alpha = c.a;
  }
 
  ENDCG
 
  }
 
  FallBack "Diffuse"
 
  }![alt text][1]
 
               [1]: /storage/temp/165461-help2.png
Answer by FogCZ · Aug 14, 2020 at 02:26 PM
Okay problem fixed with these changes :
 Properties {
   _Color ("Color", Color) = (1,1,1,1)
   _MainTex ("Albedo (RGB)", 2D) = "white" {}
   _Emission("Emission", float) = 0
   [HDR] _EmissionColor("Color", Color) = (0,0,0)
   _Glossiness ("Smoothness", Range(0,1)) = 0.5
  }
  fixed4 _EmissionColor;
  half _Glossiness;
  void surf (Input IN, inout SurfaceOutputStandard o) 
 //void surf (Input IN, inout SurfaceOutput o) 
 {
     // Albedo comes from a texture tinted by color
     fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
     o.Albedo = c.rgb;
     o.Alpha = c.a;
     o.Emission = c.rgb * tex2D(_MainTex, IN.uv_MainTex).a * _EmissionColor;
     o.Smoothness = _Glossiness;
 }
 
              Answer by Destroyer720 · Mar 03, 2021 at 10:39 PM
hey, how would you add HDR emision on this one, im new at this and I'll like to put emision to this shader:
Shader "UltraFX/FlareOverrender" {
Properties {
 _MainTex ("Particle Texture", 2D) = "black" {}
 _glow("Glow", range(0, 1000)) = 0.05
 _ap("Alpha Power", range(0, 1000)) = 0.3
 
               }
SubShader {
 Tags {
     "Queue"="Transparent+2147479647"
     "IgnoreProjector"="True"
     "RenderType"="Transparent"
     "PreviewType"="Plane"
 }
 Cull Off Lighting Off ZWrite Off Ztest Always
 Blend One One
 Pass {
     CGPROGRAM
     #pragma vertex vert
     #pragma fragment frag
     #pragma target 2.0
     #include "UnityCG.cginc"
     sampler2D _MainTex;
     fixed4 _TintColor;
     struct appdata_t {
         float4 vertex : POSITION;
         fixed4 color : COLOR;
         float2 texcoord : TEXCOORD0;
         UNITY_VERTEX_INPUT_INSTANCE_ID
     };
     struct v2f {
         float4 vertex : SV_POSITION;
         fixed4 color : COLOR;
         float2 texcoord : TEXCOORD0;
         UNITY_VERTEX_OUTPUT_STEREO
     };
     float4 _MainTex_ST;
     v2f vert (appdata_t v)
     {
         v2f o;
         UNITY_SETUP_INSTANCE_ID(v);
         UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
         o.vertex = UnityObjectToClipPos(v.vertex);
         o.color = v.color;
         o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
         return o;
     }
     fixed4 frag (v2f i) : SV_Target
     {
         fixed4 col;
         fixed4 tex = tex2D(_MainTex, i.texcoord);
         col.rgb = i.color.rgb * tex.rgb;
         col.a = tex.a;
         return col;
     }
     ENDCG
 }
 
               }
}
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