// Surface shader that will display an overlay texture. Shader "Ultimate Character Controller/Demo/Emissive" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Emissive (RGB)", 2D) = "white" {} [HDR]_EmissiveColor ("Emissive Color", Color) = (1,1,1,1) _EmissiveSpeed("Emissive Speed", Float) = 0.0 } SubShader { Tags { "Queue" = "Geometry" "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; fixed4 _EmissiveColor; fixed _EmissiveSpeed; UNITY_INSTANCING_BUFFER_START(Props) UNITY_INSTANCING_BUFFER_END(Props) void surf (Input IN, inout SurfaceOutputStandard o) { o.Albedo = _Color.rgb; float2 emissiveUV = float2(IN.uv_MainTex.x +( (_Time.y - floor(_Time.y)) * _EmissiveSpeed), IN.uv_MainTex.y); fixed4 emissive = tex2D(_MainTex, emissiveUV) * _EmissiveColor; o.Emission = emissive.rgb; } ENDCG } FallBack "Diffuse" }