Shader "Legacy Shaders/Self-Illumin/DiffuseSpecial" { 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 //_GlobalSceneAlpha ("GlobalSceneAlpha", Float) = 1.0 } SubShader { Tags{ "RenderType" = "Queue" "Queue" = "Transparent" } Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma surface surf Lambert alphatest:_Cutoff sampler2D _MainTex; sampler2D _Illum; fixed4 _Color; fixed _Emission; half _GlobalSceneAlpha; 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*_GlobalSceneAlpha; } ENDCG } FallBack "Legacy Shaders/Self-Illumin/VertexLit" CustomEditor "LegacyIlluminShaderGUI" }