Shader "VD Vertex Color/Self-Illumin Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _Illum ("Illumin (A)", 2D) = "white" {} _EmissionLM ("Emission (Lightmapper)", Float) = 0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert vertex:vert sampler2D _MainTex; sampler2D _Illum; half4 _Color; struct Input { half2 uv_MainTex; half2 uv_Illum; half4 color; }; void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o); o.color = v.color; } void surf (Input IN, inout SurfaceOutput o) { half4 t = tex2D(_MainTex, IN.uv_MainTex); half4 c = t * _Color; o.Albedo = c.rgb * IN.color; o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a; o.Alpha = c.a; } ENDCG } Fallback "Self-Illumin/VertexLit" }