| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647 | Shader "PagedLod/Light"{    Properties    {        _Color ("Color", Color) = (1,1,1,1)        _MainTex ("Albedo (RGB)", 2D) = "white" {}    }    SubShader    {        Tags { "RenderType"="Opaque" }        LOD 200        CGPROGRAM        // Physically based Standard lighting model, and enable shadows on all light types        #pragma surface surf Standard fullforwardshadows        // Use shader model 3.0 target, to get nicer looking lighting        #pragma target 3.0        sampler2D _MainTex;        struct Input        {            float2 uv_MainTex;        };        fixed4 _Color;        // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.        // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.        // #pragma instancing_options assumeuniformscaling        UNITY_INSTANCING_BUFFER_START(Props)            // put more per-instance properties here        UNITY_INSTANCING_BUFFER_END(Props)        void surf (Input IN, inout SurfaceOutputStandard o)        {            // Albedo comes from a texture tinted by color            fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;            o.Albedo = c.rgb;            // Metallic and smoothness come from slider variables            o.Alpha = c.a;        }        ENDCG    }    FallBack "Diffuse"}
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