Hi in my Endless Runner Game im using shader from this video : Curved World with Surface Shader #1 - YouTube thats making curved surface effect, its working perfectly except that on my surface material i was previously using Standart Shader but this new curved Shader doesnt contain the same Functions like emission and much more, i need to add Emission to the Shader but none of the internet solutions seem to work default standart shader : Unity-Built-in-Shaders/DefaultResourcesExtra/Standard.shader at master · TwoTailsGames/Unity-Built-in-Shaders · GitHub , CurvedShader Script :
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}![165461-help2.png|485x1050](upload://hIWKAZhyshAjiI9qgmvmkMJg4EP.png)
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows vertex:vert addshadow
//#pragma surface surf Lambert vertex:vert addshadow
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
#include "UnityCG.cginc"
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)
#include "CurvedSurfaceCore.cginc"
void surf (Input IN, inout SurfaceOutputStandard o)
//void surf (Input IN, inout SurfaceOutput o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}![165461-help2.png|485x1050](upload://hIWKAZhyshAjiI9qgmvmkMJg4EP.png)