// Curved World // Copyright (c) Amazing Assets // Simplified Diffuse shader. Differences from regular Diffuse one: // - no Main Color // - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. Shader "Amazing Assets/Curved World/Mobile/Diffuse" { Properties { [HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType"="CurvedWorld_Opaque" } LOD 150 CGPROGRAM #pragma surface surf Lambert noforwardadd vertex:vert addshadow #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON #include "../../Core/CurvedWorldTransform.cginc" sampler2D _MainTex; void vert (inout appdata_full v) { #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) #else CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) #endif #endif } struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } FallBack "Hidden/Amazing Assets/Curved World/Fallback/VertexLit" CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI" }