Shader "FX/Gem" { Properties { _Color ("Color", Vector) = (1,1,1,1) _ReflectionStrength ("Reflection Strength", Range(0, 2)) = 1 _EnvironmentLight ("Environment Light", Range(0, 2)) = 1 _Emission ("Emission", Range(0, 2)) = 0 [NoScaleOffset] _RefractTex ("Refraction Texture", Cube) = "" {} } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard #pragma target 3.0 fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutputStandard o) { o.Albedo = _Color.rgb; o.Alpha = _Color.a; } ENDCG } }