Shader "Custom/TileColor" { SubShader { Tags { "RenderType" = "Opaque"} LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Lambert vertex:vert // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 struct Input { float4 vertColor; }; void vert(inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input, o); o.vertColor = v.color; } void surf(Input IN, inout SurfaceOutput o) { o.Albedo = IN.vertColor.rgb; } ENDCG } FallBack "Diffuse" }