Shader "AE/AE_Decal" { Properties { _Color ("Base_Color", Color) = (1,1,1,1) _Base_Color ("Base (RGB) Alpha (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _SpecColor("SpecColor", Color) = (1,1,1,1) _Specular("Specular", Range(0.01, 1.0)) = 1.0 } SubShader { Tags { "Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "Transparent" } CGPROGRAM #pragma exclude_renderers flash #pragma target 3.0 #pragma surface surf BlinnPhong fullforwardshadows dualforward decal:blend exclude_path:prepass sampler2D _Base_Color; sampler2D _BumpMap; fixed4 _Color; float _Specular; struct Input { float2 uv_Base_Color; float2 uv_BumpMap; float4 color: Color; }; void surf (Input IN, inout SurfaceOutput o) { UNITY_INITIALIZE_OUTPUT (SurfaceOutput, o); fixed4 c = tex2D (_Base_Color, IN.uv_Base_Color) * _Color * IN.color; o.Albedo = c.rgb; o.Alpha = c.a; o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap)); o.Specular = _Specular; } ENDCG } FallBack "Legacy Shaders/Transparent/Diffuse" }