//ref: Custom data computed per-vertex: http://docs.unity3d.com/Manual/SL-SurfaceShaderExamples.htmlShader "Custom/myStandard_vertexColor" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows alpha:fade vertex:vert // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; fixed4 my_vertColor; }; half _Glossiness; half _Metallic; fixed4 _Color; void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o);//ref: http://forum.unity3d.com/threads/what-does-unity_initialize_output-do.186109/ o.my_vertColor=v.color; } void surf (Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color*IN.my_vertColor; o.Albedo = c.rgb; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } FallBack "Diffuse"}