Shader "Hidden/VD-INDIRECTLIGHTING" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _Illum ("Illumin (A)", 2D) = "white" {} } SubShader { cull off fog {mode off} Lighting Off LOD 200 Tags { "RenderType" = "Opaque" } CGPROGRAM #pragma surface surf Lambert addshadow half _VDIndirectIntensity; half _VDIndirectContrast; sampler _MainTex; sampler2D _Illum; half4 _Color; struct Input { half2 uv_MainTex; half2 uv_Illum; }; void surf (Input IN, inout SurfaceOutput o) { half4 t = tex2D(_MainTex, IN.uv_MainTex); half4 c = t * _Color; o.Albedo = c * 0.1; half4 e = tex2D(_Illum, IN.uv_Illum); o.Emission = t.rgb * e.a * _VDIndirectIntensity; o.Alpha = 1.0; } ENDCG } }