Shader "Hidden/Ultimate/Bloom" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _AdditiveTexture ("Base (RGB)", 2D) = "black" {} _OffsetInfos ("HorizontalOffset", Vector) = (0,0,0,0) } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } }