Why does the following code render objects as white instead of red?
Shader "Example/Test" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
}
SubShader {
Tags { "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf Lambert
struct Input {
float2 uv_MainTex;
};
sampler2D _MainTex;
void surf (Input IN, inout SurfaceOutput o) {
o.Albedo = (1,0,0,1);
}
ENDCG
}
Fallback "Diffuse"
}