Shader "VD Vertex Color/Bumped Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 400 CGPROGRAM #pragma surface surf BlinnPhong vertex:vert addshadow sampler2D _MainTex; sampler2D _BumpMap; half4 _Color; half _Shininess; struct Input { half2 uv_MainTex; half4 color; half2 uv_BumpMap; }; void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o); o.color = v.color * _Color; } void surf (Input IN, inout SurfaceOutput o) { half4 t = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = t.rgb * IN.color.rgb; o.Gloss = t.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); o.Alpha = t.a; } ENDCG } Fallback "VD Vertex Color/Specular" }