Shader "Custom/RGBVertsAndDiffuse" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; struct Input { float2 uv_MainTex; float4 color : COLOR; }; void vert(inout appdata_full v) { //v.color. = 1-( pow((1-v.color.a)*1, 1 ) ); } void surf (Input IN, inout SurfaceOutput o) { half4 c = tex2D (_MainTex, IN.uv_MainTex); o.Albedo = c.rgb * IN.color.rgb; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }