Shader "AddSubGraph" { 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_Add_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_FD942667_Uniform = float4 (1, 0, 0, 0); float4 Color_Color_C568FE2A_Uniform = float4 (0.1586208, 1, 0, 0); // Subgraph for node SubGraph_F6FDDDC0 float4 SubGraph_F6FDDDC0_Output1 = 0; { float4 SubGraphInputs_23A80546_Input1 = Color_Color_FD942667_Uniform; float4 SubGraphInputs_23A80546_Input2 = Color_Color_C568FE2A_Uniform; float4 Add_B9CA3569_result; Unity_Add_float(SubGraphInputs_23A80546_Input1, SubGraphInputs_23A80546_Input2, Add_B9CA3569_result); SubGraph_F6FDDDC0_Output1 = Add_B9CA3569_result; } // Subgraph ends o.Emission = SubGraph_F6FDDDC0_Output1; } ENDCG } FallBack "Diffuse" CustomEditor "LegacyIlluminShaderGUI" }