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 } } }