Shader "Legacy Shaders/Self-Illumin/Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _Illum ("Illumin (A)", 2D) = "white" {} _Emission ("Emission (Lightmapper)", Float) = 1.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; sampler2D _Illum; fixed4 _Color; fixed _Emission; struct Input { float2 uv_MainTex; float2 uv_Illum; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); fixed4 c = tex * _Color; o.Albedo = c.rgb; o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a; #if defined (UNITY_PASS_META) o.Emission *= _Emission.rrr; #endif o.Alpha = c.a; } ENDCG } FallBack "Legacy Shaders/Self-Illumin/VertexLit" CustomEditor "LegacyIlluminShaderGUI" }