Shader "Custom/VertexLit" { Properties { _Dark ("Dark", Color) = (0, 0, 0, 1) _Mid ("Mid", Color) = (1, 1, 1, 1) } SubShader { Tags { "RenderType"="Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; float3 normal : TEXCOORD; fixed4 color : COLOR; }; fixed4 _Dark; fixed4 _Mid; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.normal = UnityObjectToWorldNormal(v.normal); float t = clamp(dot(normalize(float3(0.3, 0.6, -0.2)), o.normal), 0, 1); o.color = lerp(_Dark, _Mid, t); return o; } fixed4 frag (v2f i) : SV_Target { return i.color; } ENDCG } } }