Shader "Custom/LightMap" { Properties { _Color("Base Color", Color) = (1,1,1,1) _MainTex("Base(RGB)", 2D) = "white" {} _LightMap("LightMap", 2D) = "white" {} } SubShader { tags{"Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True"} Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float4 _Color; sampler2D _MainTex; sampler2D _LightMap; struct v2f { float4 pos:POSITION; float4 uv:TEXCOORD0; float2 uvLM:TEXCOORD1; }; v2f vert(appdata_full v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = v.texcoord; o.uvLM = v.texcoord1.xy; return o; } half4 frag(v2f i):COLOR { half4 c = tex2D(_MainTex , i.uv.xy) * _Color; half3 l = 2.0 * tex2D(_LightMap, i.uvLM).rgb; //half4 lm= tex2D(_LightMap, i.uvLM); //half3 l = 8.0 * lm.a * lm.rgb; c.rgb *= l; return c; } ENDCG } } }