Shader "Custom/VertexColorsStandard" { 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 // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // extra pass that renders to depth buffer only //Pass{ //ZWrite On //ColorMask 0 //Cull Back //} // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; float4 color : COLOR; }; half _Glossiness; half _Metallic; void surf (Input IN, inout SurfaceOutputStandard o) { o.Albedo = IN.color.rgb; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; //o.Alpha = IN.color.a; } ENDCG } FallBack "Diffuse" }