Shader "Hidden/TerrainEngine/Details/Vertexlit" { Properties { _MainTex ("Main Texture", 2D) = "white" { } } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; struct Input { float2 uv_MainTex; fixed4 color : COLOR; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } SubShader { Tags { "RenderType"="Opaque" } Pass { Tags { "LightMode" = "Vertex" } ColorMaterial AmbientAndDiffuse Lighting On SetTexture [_MainTex] { constantColor (1,1,1,1) combine texture * primary DOUBLE, constant // UNITY_OPAQUE_ALPHA_FFP } } Pass { Tags { "LightMode" = "VertexLMRGBM" } ColorMaterial AmbientAndDiffuse BindChannels { Bind "Vertex", vertex Bind "texcoord1", texcoord0 // lightmap uses 2nd uv Bind "texcoord", texcoord1 // main uses 1st uv } SetTexture [unity_Lightmap] { matrix [unity_LightmapMatrix] combine texture * texture alpha DOUBLE } SetTexture [_MainTex] { combine texture * previous QUAD, constant // UNITY_OPAQUE_ALPHA_FFP } } } Fallback "VertexLit" }