Shader "DoubleSided" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} //_BumpMap ("Bump (RGB) Illumin (A)", 2D) = "bump" {} } SubShader { //UsePass "Self-Illumin/VertexLit/BASE" //UsePass "Bumped Diffuse/PPL" // Ambient pass Pass { Name "BASE" Tags {"LightMode" = "Always" /* Upgrade NOTE: changed from PixelOrNone to Always */} Color [_PPLAmbient] SetTexture [_BumpMap] { constantColor (.5,.5,.5) combine constant lerp (texture) previous } SetTexture [_MainTex] { constantColor [_Color] Combine texture * previous DOUBLE, texture*constant } } // Vertex lights Pass { Name "BASE" Tags {"LightMode" = "Vertex"} Material { Diffuse [_Color] Emission [_PPLAmbient] Shininess [_Shininess] Specular [_SpecColor] } SeparateSpecular On Lighting On Cull Off SetTexture [_BumpMap] { constantColor (.5,.5,.5) combine constant lerp (texture) previous } SetTexture [_MainTex] { Combine texture * previous DOUBLE, texture*primary } } } FallBack "Diffuse", 1 }