Shader "Legacy Shaders/Lightmapped/VertexLit" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Spec Color", Color) = (1,1,1,1) _Shininess ("Shininess", Range (0.01, 1)) = 0.7 _MainTex ("Base (RGB)", 2D) = "white" {} _LightMap ("Lightmap (RGB)", 2D) = "lightmap" { LightmapMode } } SubShader { LOD 100 Tags { "RenderType"="Opaque" } Pass { Name "BASE" Tags {"LightMode" = "Vertex"} Material { Diffuse [_Color] Shininess [_Shininess] Specular [_SpecColor] } Lighting On SeparateSpecular On BindChannels { Bind "Vertex", vertex Bind "normal", normal Bind "texcoord1", texcoord0 // lightmap uses 2nd uv Bind "texcoord1", texcoord1 // lightmap uses 2nd uv Bind "texcoord", texcoord2 // main uses 1st uv } SetTexture [_LightMap] { constantColor [_Color] combine texture * constant } SetTexture [_LightMap] { constantColor (0.5,0.5,0.5,0.5) combine previous * constant + primary } SetTexture [_MainTex] { constantColor (1,1,1,1) combine texture * previous DOUBLE, constant // UNITY_OPAQUE_ALPHA_FFP } } } Fallback "VertexLit" }