Shader "Custom/UnlitCubemap" { Properties { _MainTex ("Texture", 2D) = "white" {} _Cube ("Cube env tex", CUBE) = "black" {} _MixPower ("Mix Power", Range (1, 0.01)) = 0.5 } SubShader { Tags { "RenderType" = "Opaque" } CGPROGRAM #pragma surface surf Lambert struct Input { float2 uv_MainTex; float3 worldRefl; }; sampler2D _MainTex; samplerCUBE _Cube; fixed _MixPower; void surf (Input IN, inout SurfaceOutput o) { fixed4 mytex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = mytex.rgb * 0.5; o.Emission = texCUBE (_Cube, IN.worldRefl).rgb * mytex.a; } ENDCG } Fallback "Diffuse" }