Shader "SanAndreasUnity/Vehicle" { Properties { _MainTex ("Albedo (RGB)", 2D) = "white" {} _MaskTex ("Mask (A)", 2D) = "white" {} _NoiseTex ("Noise (A)", 2D) = "white" {} _Metallic ("Metallic", Range(0.0, 1.0)) = 0 _Smoothness ("Smoothness", Range(0.0, 1.0)) = 0 _Color ("Color", Color) = (1, 1, 1, 1) _CarColorIndex ("Car Color Index", Range(0, 8)) = 0 _CarColor1 ("Car Color 1", Color) = (1, 1, 1, 1) _CarColor2 ("Car Color 2", Color) = (1, 1, 1, 1) _CarColor3 ("Car Color 3", Color) = (1, 1, 1, 1) _CarColor4 ("Car Color 4", Color) = (1, 1, 1, 1) _HeadLightColor ("Head Light Color", Color) = (1, 1, 1, 1) _TailLightColor ("Tail Light Color", Color) = (1, 1, 1, 1) _Lights ("Light Brightnesses", Vector) = (1, 1, 1, 1) _AlphaCutoff ("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 } SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Geometry" } LOD 200 Cull Off CGPROGRAM #pragma surface surf Standard addshadow alphatest:_AlphaCutoff #pragma target 3.0 #define VEHICLE #include "Shared.cginc" ENDCG } FallBack "Diffuse" }