Shader "Custom/SurfaceShader_VC" { Properties{ _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo (RGB)", 2D) = "white" {} _Normal("Normap Map", 2D) = "bump" {} } SubShader{ Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" } LOD 200 Blend One OneMinusSrcAlpha CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows vertex:vert alpha:fade // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; sampler2D _Normal; struct Input { float2 uv_MainTex; float4 vertex : SV_POSITION; float4 color : COLOR; }; void vert(inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input, o); o.color = v.color; } fixed4 _Color; void surf(Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb*IN.color; o.Normal = UnpackNormal(tex2D(_Normal, IN.uv_MainTex)); o.Alpha = c.a*IN.color.a; } ENDCG } FallBack "Diffuse" }