Shader "TextureSample" { Properties { [NonModifiableTextureData] Texture2D_Texture2D_ED131035_Uniform("Texture2D", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry" } Blend One Zero Cull Back ZTest LEqual ZWrite On LOD 200 CGPROGRAM #pragma target 3.0 #pragma surface surf Standard vertex:vert #pragma glsl #pragma debug UNITY_DECLARE_TEX2D(Texture2D_Texture2D_ED131035_Uniform); struct Input { float4 color : COLOR; half4 meshUV0; }; void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o); o.meshUV0 = v.texcoord; } void surf (Input IN, inout SurfaceOutputStandard o) { half4 uv0 = IN.meshUV0; float4 Sample2DTexture_1EF145E2_RGBA = UNITY_SAMPLE_TEX2D(Texture2D_Texture2D_ED131035_Uniform,uv0.xy); float Sample2DTexture_1EF145E2_R = Sample2DTexture_1EF145E2_RGBA.r; float Sample2DTexture_1EF145E2_G = Sample2DTexture_1EF145E2_RGBA.g; float Sample2DTexture_1EF145E2_B = Sample2DTexture_1EF145E2_RGBA.b; float Sample2DTexture_1EF145E2_A = Sample2DTexture_1EF145E2_RGBA.a; o.Emission = Sample2DTexture_1EF145E2_RGBA; } ENDCG } FallBack "Diffuse" CustomEditor "LegacyIlluminShaderGUI" }