Shader "Hidden/SEGIRenderSunDepth" { Properties { _Color ("Main Color", Vector) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.333 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard #pragma target 3.0 sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } Fallback "Legacy Shaders/VertexLit" }