Shader "Custom/UnlitLightMapEmissive" { Properties { _Color ("Main Color", COLOR) = (1,1,1,1) _MainTex ("Texture", 2D) = "white" {} _LightMap ("LightMap", 2D) = "white" {} _LightStrength ("light Strength", Range (0,5)) = 1 _Emission ("Emission", Range (0,1)) = 1 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float2 uv2 : TEXCOORD1; }; struct v2f { float2 uv : TEXCOORD0; float2 uv2 : TEXCOORD1; UNITY_FOG_COORDS(2) float4 vertex : SV_POSITION; }; uniform sampler2D _MainTex; uniform sampler2D _LightMap; uniform float _LightStrength; uniform float _Emission; fixed4 _Color; float4 _MainTex_ST; float4 _LightMap_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.uv2 = TRANSFORM_TEX(v.uv2, _LightMap); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 tex = tex2D(_MainTex, i.uv); fixed4 lm = tex2D(_LightMap, i.uv2); float4 col = tex * ((lm * _LightStrength) + _Emission) * _Color; UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } }