Shader "Add" { 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_F01F05F2_Uniform = float4 (0.1172414, 1, 0, 0); float4 Color_Color_3FAAF5EA_Uniform = float4 (0.01912789, -0.005136251, 0.6985294, 0); float4 Add_1ABB2997_result; Unity_Add_float(Color_Color_F01F05F2_Uniform, Color_Color_3FAAF5EA_Uniform, Add_1ABB2997_result); o.Emission = Add_1ABB2997_result; } ENDCG } FallBack "Diffuse" CustomEditor "LegacyIlluminShaderGUI" }