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41 行
530 B

Shader "${ShaderName}"
{
Properties
{
${ShaderPropertiesHeader}
}
SubShader
{
LOD 200
CGPROGRAM
#pragma target 3.0
#pragma surface surf Lambert ${VertexShaderDecl}
#pragma glsl
#pragma debug
${ShaderFunctions}
${ShaderPropertyUsages}
struct Input
{
${ShaderInputs}
};
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
${VertexShaderBody}
}
void surf (Input IN, inout SurfaceOutput o)
{
${PixelShaderBody}
}
ENDCG
}
FallBack "Diffuse"
}