Shader "Hidden/RS/Lit" { SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard fullforwardshadows #pragma target 3.0 #include "RSPropertiesCG.cginc" struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_RS_Texture, IN.uv_MainTex) * _RS_Color; o.Albedo = c.rgb; o.Metallic = _RS_Metallic; o.Smoothness = _RS_Glossiness; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }