SubShader
    {
        Tags { "RenderType"="Opaque" }

        Cull front
        LOD 200

        CGPROGRAM
        #pragma surface surf Lambert vertex:vert noshadow

        sampler2D _MainTex;

    void vert(inout appdata_full v) {
        v.vertex.xyz = v.vertex.xyz + (v.normal.xyz * 0.01);
        }

        struct Input
        {
            float2 uv_MainTex;
        };


       

        void surf (Input IN, inout SurfaceOutput o)
        {
            fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
            o.Albedo = c.rgb;
            o.Alpha = c.a;
        }

        float4 Lighting_NoLight(SurfaceOutput s, float3 lightDir, float atten) {
            return float4(0, 0, 0, 1);
        }
        ENDCG

            Cull Back

            CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0

            sampler2D _MainTex;

        struct Input
        {
            float2 uv_MainTex;
        };




        void surf(Input IN, inout SurfaceOutputStandard o)
        {
            fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
            o.Albedo = c.rgb;
            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

+ Recent posts