Shader "Moon Antonio/SoftLambert" { Properties { _MainTex("Albedo (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType" = "Opaque" } LOD 200 CGPROGRAM // En lugar de standart, use un modelo de iluminacion custom #pragma surface surf SimpleLambert #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutput o) { o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb; } half4 LightingSimpleLambert(SurfaceOutput s, half3 lightDir, half atten) { half NdotL = dot(s.Normal, lightDir); half4 c; // _LightColor0 variable que contiene el color de la luz que se calcula. c.rgb = s.Albedo * _LightColor0.rgb * (NdotL * atten * 1); c.a = s.Alpha; return c; } ENDCG } FallBack "Diffuse" }