Shader "${ShaderName}" { Properties { ${ShaderPropertiesHeader} } SubShader { /* ${Tags} ${Blending} ${Culling} ${ZTest} ${ZWrite} */ LOD 200 CGPROGRAM #pragma exclude_renderers ps3 flash xbox360 gles d3d11 d3d11_9x #pragma target 3.0 #pragma surface surf Lambert ${VertexShaderDecl} #pragma glsl #pragma debug ${ShaderFunctions} ${ShaderPropertyUsages} struct Input { ${ShaderInputs} }; void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o); ${VertexShaderBody} } void surf (Input IN, inout SurfaceOutput o) { ${PixelShaderBody} } ENDCG } FallBack "Diffuse" }