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Shader "Custome/Level" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 150
CGPROGRAM
#pragma surface surf Lambert noforwardadd
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
fixed3 col = c.rgb;
if (col.r>0.9 && col.g>0.9 && col.b>0.9){
o.Emission = col;
}
o.Albedo = col;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Mobile/VertexLit"
}