Shader "Toon/SoftSurface" { Properties { _Color ("Color", Color) = (0.4,0.4,0.4,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Emission ("Emission", Range (0,1)) = 0.5 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 CGPROGRAM #pragma surface surf Lambert #pragma target 3.0 struct Input { float2 uv_MainTex; }; sampler2D _MainTex; fixed4 _Color; fixed _Emission; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; // Re-use the same texture on emission to give the soft look o.Emission = tex2D (_MainTex, IN.uv_MainTex) * _Emission; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }