Shader "Legacy Shaders/Diffuse Detail" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _Detail ("Detail (RGB)", 2D) = "gray" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 250 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; sampler2D _Detail; fixed4 _Color; struct Input { float2 uv_MainTex; float2 uv_Detail; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; c.rgb *= tex2D(_Detail,IN.uv_Detail).rgb * unity_ColorSpaceDouble.r; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } Fallback "Legacy Shaders/Diffuse" }