Writing Surface Shaders Writing shaders that interact with lighting is complex. There are different light types, different shadow options, different rendering paths (forward and deferred rendering), and the shader should somehow handle all that compl…
Pass { CGPROGRAM // Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain a surface program or both vertex and fragment programs. #pragma exclude_renderers gles #pragma fragment frag #include "UnityCG.cginc" sampler2D _Mai…