| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647 | 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"}
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