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Question by badescuga9 · Jan 31, 2013 at 04:17 PM · shadercg

make surface shader in cg, unlit

I have a shader that makes a texture black and white, but the shader supports light. I would like to avoid using a light, and make it unlit. Here is my code:

 Shader "Custom/blackAndWhiteShader" {
     
     
      Properties {
         _Color ("Main Color", Color) = (1,1,1,1)
         _MainTex ("Base (RGB)", 2D) = "white" {}
         _bwBlend ("Black & White blend", Range (0, 1)) = 0
     }
     SubShader {
         Tags { "RenderType"="Opaque" }
         LOD 200
       
  
         CGPROGRAM
         #pragma surface surf Lambert
         
  
         sampler2D _MainTex;
         float4 _Color;
         float _bwBlend;
  
         struct Input {
             float2 uv_MainTex;
         };
  
         void surf (Input IN, inout SurfaceOutput o) 
         {
             half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
             half lum = c.r*.3 + c.g*.59 + c.b*.11;
             half3 bw = half3( lum, lum, lum );
  
              o.Normal = (.5,.5,.5);
             o.Albedo = lerp(c.rgb, bw, _bwBlend);
            // o.Emission = (1,1,1,.5);
             o.Alpha = c.a;
         }
         ENDCG
         
        
     }
  
     Fallback "VertexLit"
 }

How can i edit my code to make my shader unlit? I fear it may not work for surface shader and has something to do with Lambert (diffuse light).

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Answer by whydoidoit · May 06, 2013 at 09:11 PM

You should just be able to do this:

    half4 LightingUnlit(SurfaceOutput s, half3 lightDir, half atten)
    {
         return half4(s.Albedo, s.Alpha);
    }

Then make your #pragma

     #pragma surface surf Unlit
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avatar image sparrow · Nov 07, 2013 at 08:18 PM 0
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This has solved my problem. Thanks

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Answer by skatecastorGP · May 06, 2013 at 08:52 PM

Hi,

Put this tag "Tags {"LightMode" = "Always"}", but the tris count will go up a lot

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