Shader "Funly/Unlit/UnlitTextureAO" { Properties { _MainTex ("Texture", 2D) = "white" {} _AOTex ("Ambient Occlusion", 2D) = "white" {} _Color ("Tint", Color) = (1, 1, 1, 1) } SubShader { Tags { "RenderType"="Opaque" "LightMode"="ForwardBase"} LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdadd_fullshadows #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; sampler2D _AOTex; float4 _Color; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; UNITY_TRANSFER_FOG(o, o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); fixed4 ao = tex2D(_AOTex, i.uv); fixed4 outColor = col * ao * _Color; return outColor; } ENDCG } } Fallback "VertexLit" }