Shader "Car/LightsEmmissive" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) RefStrength (A)", 2D) = "white" {} _Intensity ("_Intensity", Range(0.0,3.0)) = 1.0 } SubShader { LOD 200 Tags { "RenderType"="Opaque" } CGPROGRAM #pragma surface surf BlinnPhong sampler2D _MainTex; float4 _Color; float _Intensity; struct Input { float2 uv_MainTex; INTERNAL_DATA }; void surf (Input IN, inout SurfaceOutput o) { half4 tex = tex2D(_MainTex, IN.uv_MainTex); half4 c = tex * _Color; o.Albedo = c.rgb; o.Emission = o.Albedo * _Intensity; // o.Alpha = 1.0; } ENDCG } FallBack "Reflective/VertexLit" }