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Shader "Bakery/Light"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
intensity ("intensity", Float) = 1.0
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 vertex : SV_POSITION;
float2 texCoords : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _Color;
float intensity;
sampler2D _MainTex;
v2f vert (appdata_full v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texCoords = v.texcoord;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return _Color * intensity * tex2D(_MainTex, i.texCoords);
}
ENDCG
}
}
}
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