Shader "ProBuilder/Diffuse Vertex Color" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType" = "Opaque" } ColorMask RGB CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; struct Input { float4 color : COLOR; float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color; o.Albedo = c.rgb; } ENDCG } Fallback "Diffuse" }