Shader "#NAME#/#Character#" { Properties { _MainTex("Main Texture", 2D) = "white" {} } Subshader { LOD 200 Tags { "Queue" = "Geometry" "IgnoreProjector" = "True" "LightMode" = "ForwardBase" } Pass { Cull Back Fog {Mode Off} CGPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdbase #pragma exclude_renderers flash #include "UnityCG.cginc" #include "SnxxzCG.cginc" struct vertexInput { half4 vertex : POSITION; half3 normal : NORMAL; half4 tangent : TANGENT; half2 texcoord : TEXCOORD0; }; struct v2f { half4 pos : SV_POSITION; half2 uv0 : TEXCOORD0; }; uniform sampler2D _MainTex; v2f vert(vertexInput v) { v2f o; o.pos = v.vertex; o.uv0 = v.texcoord; return o; } fixed4 frag(v2f i) : SV_Target{ half4 color; return color; } ENDCG } } FallBack "Diffuse" }