TalesOfNovariel/Assets/Shaders/TileColor.shader

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Shader "Custom/TileColor"
{
SubShader
{
Tags { "RenderType" = "Opaque"}
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Lambert vertex:vert
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
struct Input
{
float4 vertColor;
};
void vert(inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
o.vertColor = v.color;
}
void surf(Input IN, inout SurfaceOutput o) {
o.Albedo = IN.vertColor.rgb;
}
ENDCG
}
FallBack "Diffuse"
}