Shader "Custom/EVP Tire Marks Debug" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard fullforwardshadows vertex:vert #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; fixed4 vertexColor; }; half _Glossiness; half _Metallic; fixed4 _Color; void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input, o); o.vertexColor = v.color; } void surf (Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; // o.Albedo = c.rgb; o.Albedo = IN.vertexColor.aaa; o.Metallic = _Metallic; o.Smoothness = _Glossiness; // o.Alpha = c.a * IN.vertexColor.a; o.Alpha = 1; } ENDCG } FallBack "Diffuse" }