Shader "Split" { 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 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) { float3 Vector3_Vector3_3E03E6E5_Uniform = float3 (0.25, 0.5, 0.75); float Split_CDE20F4C_R = Vector3_Vector3_3E03E6E5_Uniform[0]; float Split_CDE20F4C_G = Vector3_Vector3_3E03E6E5_Uniform[1]; float Split_CDE20F4C_B = Vector3_Vector3_3E03E6E5_Uniform[2]; float Split_CDE20F4C_A = 1.0; o.Albedo = Split_CDE20F4C_A; o.Emission = Split_CDE20F4C_R; o.Metallic = Split_CDE20F4C_B; o.Smoothness = Split_CDE20F4C_G; } ENDCG } FallBack "Diffuse" CustomEditor "LegacyIlluminShaderGUI" }