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- Shader "Custom/VertexColorDiffuse" {
- Properties {
- //_MainTex ("Base (RGB)", 2D) = "white" {}
- }
- SubShader {
- Tags { "RenderType"="Opaque" "Queue"="Geometry" }
- LOD 200
- CGPROGRAM
- #pragma surface surf Lambert
- //sampler2D _MainTex;
- struct Input {
- //float2 uv_MainTex;
- float4 color: Color; // Vertex color
- };
- void surf (Input IN, inout SurfaceOutput o) {
- o.Albedo = IN.color.rgb;
- //o.Alpha = 1;
- }
- ENDCG
- }
- FallBack "Diffuse"
- }
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