Starter material
Shader
Shader "Shaders/Material/BasicFlat" {
SubShader {
Tags { "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf Standard
struct Input {
float4 color : COLOR;
};
void surf (Input IN, inout SurfaceOutput o) {
o.Albedo = float4(1.0, 1.0, 0.0, 1.0);
}
ENDCG
}
Fallback "Diffuse"
}
Shader Notes
The above shader generates a lit surface with a single diffuse color applied to it.
As per http://docs.unity3d.com/Manual/SL-SurfaceShaders.html, the #pragma
directive is used to control the behaviour of the shader.
In this case the default Lambert
lighting model is used, and the function surf
is used to calculate the surface value.