Shader "Hidden/VD-AMBIENTOCCLUSION" { SubShader { cull off fog {mode off} Lighting Off LOD 200 Tags { "RenderType" = "Opaque" } CGPROGRAM #pragma surface surf VDAO noambient novertexlights nolightmap nodirlightmap noforwardadd half4 _VDOccluderColor; fixed4 LightingVDAO (SurfaceOutput s, fixed3 lightDir, fixed atten) { fixed4 c; c.rgb = s.Albedo; c.a = s.Alpha; return c; } struct Input { half2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { o.Albedo = _VDOccluderColor; o.Alpha = 1.0; } ENDCG } }