I want a texture to emit itself by 1, not more. In Standard Shader I enable Emission and set texture to Color and Color to 1. I don't need emission to go beyond the object, I only need the texture to shine.
My shader:
Shader "Mobile/My Bumped Diffuse" {
Properties{
_MainTex("Base (RGB)", 2D) = "white" {}
[NoScaleOffset] _BumpMap("Normalmap", 2D) = "bump" {}
_Color("Color", Color) = (1, 1, 1, 1)
}
SubShader{
Tags{ "Queue" = "Transparent" "RenderType" = "Transparency" }
LOD 250
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma surface surf Lambert noforwardadd alpha:fade
sampler2D _MainTex;
sampler2D _BumpMap;
fixed4 _Color;
fixed4 _Emission;
struct Input {
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
}
ENDCG
}
FallBack "Mobile/Diffuse"
}