Shader "Multiply" { Properties { } 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 void Unity_Multiply_float(float4 first, float4 second, out float4 result) { result = first * second; } struct Input { float4 color : COLOR; }; void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o); } void surf (Input IN, inout SurfaceOutputStandard o) { float4 Color_Color_E181B4C8_Uniform = float4 (1.022059, 1.022059, 1.022059, 0); float4 Color_Color_8AFF9DED_Uniform = float4 (1.007353, -0.01481403, -0.01481403, 0); float4 Multiply_91E1EE9F_result; Unity_Multiply_float(Color_Color_E181B4C8_Uniform, Color_Color_8AFF9DED_Uniform, Multiply_91E1EE9F_result); o.Emission = Multiply_91E1EE9F_result; } ENDCG } FallBack "Diffuse" CustomEditor "LegacyIlluminShaderGUI" }