// See "Mobile/Diffuse + Color " for why this had to be rewritten from the property block. Shader "Mobile/Diffuse + Emission " { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Color ("Color", Vector) = (1,1,1,1) _EmissionColor ("Emission Color", Vector) = (0,0,0,1) _EmissionMap ("Emission", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 150 CGPROGRAM #pragma surface surf Lambert noforwardadd #pragma target 3.0 sampler2D _MainTex; sampler2D _EmissionMap; fixed4 _Color; fixed4 _EmissionColor; struct Input { float2 uv_MainTex; float2 uv_EmissionMap; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Emission = tex2D(_EmissionMap, IN.uv_EmissionMap).rgb * _EmissionColor.rgb; o.Alpha = c.a; } ENDCG } Fallback "Mobile/VertexLit" }