Shader "Bully!/Unlit/TextureAlphaTint" { Properties { _MainTex ("Color Map/Alpha Spec", 2D) = "white" {} _Tint ("FresnelColor", Color) = (1,1,1) _LightTex ("LightMap", 2D) = "gray" {} _Brightness ("Brightness", Range(0.0,2.0)) = 0.0 } SubShader { Tags { "RenderType" = "Opaque" "Queue"="Geometry"} CGPROGRAM #pragma surface surf Unlit halfasview novertexlights exclude_path:prepass noambient noforwardadd nolightmap nodirlightmap #pragma target 3.0 half4 LightingUnlit (SurfaceOutput s, half3 viewDir, half atten) { half4 c; c.rgb = (s.Albedo); c.a = s.Alpha; return c; } struct Input { float2 uv_MainTex; //float2 uv2_LightTex; }; sampler2D _MainTex; //sampler2D _LightTex; //float _Brightness; float3 _Tint; void surf (Input IN, inout SurfaceOutput o) { float4 maintex = tex2D (_MainTex, IN.uv_MainTex); float mask = maintex.a; half3 tintmask = lerp(1,_Tint,mask); // float4 light = tex2D (_LightTex, IN.uv2_LightTex); //float bright = _Brightness; //o.Albedo = maintex*(light+.5); o.Emission = maintex*tintmask; } ENDCG } Fallback "Diffuse" }