Shader "VD Vertex Color/Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert vertex:vert sampler2D _MainTex; half4 _Color; struct Input { half2 uv_MainTex; half4 color; }; 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.Alpha = t.a; } ENDCG } Fallback "VertexLit" }