Shader "Hidden/Surface" { SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _RS_Texture; fixed4 _RS_Color; half _RS_Metallic; half _RS_Glossiness; struct Input { float2 uv_RS_Texture; }; void surf (Input IN, inout SurfaceOutputStandard o) { o.Albedo = tex2D(_RS_Texture, IN.uv_RS_Texture) * _RS_Color; o.Metallic = _RS_Metallic; o.Smoothness = _RS_Glossiness; } ENDCG } FallBack "Diffuse" }