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1
Question by jasonaj58 · Oct 28, 2012 at 06:20 PM · shadershaderlab

Shader syntax woe ... !

Shader "CTD/SimpleDiffuse" { Properties ( _ColorTint("Color Tint", Color) = (1,1,1,1) }

 SubShader
 (
     Tags ( " RenderType"-"Opaque" )
     
     CGRPROGRAM
     #Pragma surface surf lambert
     
     struct input
     {
        float color : COLOR;
     };
     
     void surf (Input IN, input SurfaceOutput o)
     {
         o.Aidedo - IN.color;
     }
     ENDCG
 )
 Fallback "Diffuse"

)

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avatar image phodges · Oct 28, 2012 at 06:36 PM 0
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You should really try and describe your woes in a little more detail. I'll take a stab though:

o.Albedo = IN.color;

...and

inout SurfaceOutput o

...aaaand

"RenderType" = "Opaque"

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Answer by Jessespike · Oct 28, 2012 at 07:40 PM

This poor little shader, there's an error on almost every line. () and {} Scopes are all broken. The's also alot of typos. #Pragma needs to be #pragma, lambert to Lambert, etc. You can avoid these by creating a new shader in Unity. Assets->Create->Shader. All that gets generated for you.

After that, all that was needed was to create a _Color property and multiply it with MainTex.

 Shader "CTD/SimpleDiffuse" {
     Properties {
         _MainTex ("Base (RGB)", 2D) = "white" {}
         _Color("Color Tint", Color) = (1,1,1,1) 
     }
     SubShader {
         Tags { "RenderType"="Opaque" }
         LOD 200
         
         CGPROGRAM
         #pragma surface surf Lambert
 
         sampler2D _MainTex;
         fixed4 _Color;
         
         struct Input {
             float2 uv_MainTex;
         };
 
         void surf (Input IN, inout SurfaceOutput o) {
             half4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
             o.Albedo = c.rgb;
             o.Alpha = c.a;
         }
         ENDCG
     } 
     FallBack "Diffuse"
 }
 
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