Shader "Custom/Unlit" { SubShader { Pass { CGPROGRAM #pragma vertex VertexProgram #pragma fragment FragmentProgram // #include "UnityCG.cginc" #include "UnityStandardBRDF.cginc" struct VertexData { fixed4 position : POSITION; // fixed3 normal : NORMAL; fixed4 color : COLOR; }; struct Interpolators { fixed4 position : SV_POSITION; // fixed3 normal : TEXCOORD1; fixed4 color : COLOR0; // fixed attenuation : TEXCOORD2; }; Interpolators VertexProgram (VertexData v) { Interpolators i; i.position = UnityObjectToClipPos(v.position); // i.normal = UnityObjectToWorldNormal(v.normal); i.color = v.color; return i; } fixed4 FragmentProgram (Interpolators i) : SV_TARGET { return i.color; } ENDCG } } }