SubShader { ${Tags} ${Blending} ${Culling} ${ZTest} ${ZWrite} LOD ${LOD} CGPROGRAM #pragma target 3.0 #pragma surface surf ${LightingFunctionName} ${VertexShaderDecl} keepalpha #pragma glsl #pragma debug ${ShaderPropertyUsages} ${ShaderFunctions} struct Input { ${ShaderInputs} }; void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o); ${VertexShaderBody} } void surf (Input IN, inout ${SurfaceOutputStructureName} o) { o.Alpha = 1; ${PixelShaderBody} } ENDCG }