不需要在场景中添加灯光,可以按照亮度渲染3D对象。
Shader "Custom/Diffuse" {
Properties {
_MainTex ("Base (RGB)Trans (A)", 2D) = "white" {}
_Brightness ("Brightness", Float) = 1.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 150
CGPROGRAM
#pragma surface surf Lambert noforwardadd
sampler2D _MainTex;
float _Brightness;
float _Alpha;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb * _Brightness;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Mobile/VertexLit"
}