I want to make a shader that show a unlit transparent texture with greyscale effect over a mesh without normals.
I try with a code like this:
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 200
CGPROGRAM
#pragma surface surf Lambert alpha
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = dot(c.rgb, float3(0.3, 0.59, 0.11));
o.Alpha = c.a;
}
ENDCG
}
But this approach use Lambert light model, and I need unlit result for mesh that haven’t normals.
Any idea? Thanks!