Shader "A2 Games/Advance Unlit" { Properties { //Main texturing _MainTex ("Texture", 2D) = "white" {} //main texture to be used _TintColor ("Tint Color", Color) = (1,1,1,1) //tint color that gets blends over the main texture //Main texture secondary settings [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Culling Mode", Float) = 2 //Culling modes switch [HideInInspector] _AlphaCutoff ("Alpha Cutoff", Range(0,1.01)) = 0.5 //Alpha cutoff value //Specularity _SpecularTex ("Specular", 2D) = "white" {} //Texture for specularity - Emission map _SpecularColor ("Specular Color", Color) = (0,0,0,0) //Specular Color tint over specular texture //Use to switch between different rendering modes or blend modes [HideInInspector] _SrcBlend ("_SrcBlend", Float) = 1 //Source blend value [HideInInspector] _DstBlend ("_DstBlend", Float) = 0 //Destination blend value [HideInInspector] _ZWrite ("_ZWrite", Float) = 1 //Z-buffer write value } SubShader { Tags {"IgnoreProjector"="True"} LOD 100 Blend [_SrcBlend] [_DstBlend] //Switch blend modes according to values ZWrite [_ZWrite] //Switch this on or off according to value Cull [_Cull] //Switching between culling modes Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag //For using render mode features mentioned in customGUI #pragma shader_feature _ _RENDERING_CUTOUT _RENDERING_FADE _RENDERING_TRANSPARENT #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; //Variables intialization sampler2D _MainTex; float4 _MainTex_ST; fixed4 _TintColor; float _AlphaCutoff; sampler2D _SpecularTex; float4 _SpecularTex_ST; fixed4 _SpecularColor; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); //Transform textures return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv) * _TintColor; //Applying texture and blending it with the tint color half3 emission = tex2D(_SpecularTex, i.uv).rgb * _SpecularColor.rgb; //Applying specularity and blending it with the specular color col.rgb += emission; //blending it with the original texture #if defined(_RENDERING_CUTOUT) //Only clip if rendering mode is cutout clip(col.a - _AlphaCutoff); //Clipping #endif return col; } ENDCG } } CustomEditor "AdvanceUnlitCustomGUI" //Custom GUI Script class }