Shader "harry_t/surface_simplified" { Properties { _EmissionColor ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _EmissionMap ("Emission mask", 2D) = "black" {} _Color ("Cloth Colour", Color) = (1,1,1,1) } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert noforwardadd sampler2D _MainTex; sampler2D _EmissionMap; struct Input { float2 uv_MainTex; }; fixed4 _EmissionColor; fixed3 _Color; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D (_MainTex, IN.uv_MainTex); fixed4 stuff = tex2D( _EmissionMap, IN.uv_MainTex ); o.Albedo = c.rgb * _Color; o.Emission = stuff.r * _EmissionColor; } ENDCG } FallBack "Diffuse" }