// BaseMap shader for use on ground/water regions. // Unlit version. Shader "Google/Maps/Shaders/BaseMap Textured, Unlit" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 200 // Basemap renders multiple coincident ground plane features so we have to // disable z testing (make it always succeed) to allow for overdraw. ZTest Always CGPROGRAM #pragma surface surf NoLighting noambient noshadow alpha:blend // Input parameters. sampler2D _MainTex; fixed4 _Color; // Vertex input. struct Input { half2 uv_MainTex; }; // Custom lighting model (which just returns unlit color). fixed4 LightingNoLighting(SurfaceOutput surface, fixed3 lightDirection, fixed attenutation) { fixed4 color; color.rgb = surface.Albedo; color.a = surface.Alpha; return color; } // Surface shader itself. void surf (Input input, inout SurfaceOutput output) { fixed4 color = tex2D(_MainTex, input.uv_MainTex) * _Color; output.Albedo = color.rgb; output.Alpha = color.a; } ENDCG } Fallback "Unlit/Texture" }