Shader "Hidden/ShadeVertexLights" { Properties { _A ("_A", 2D) = "white" {} _B ("_B", 2D) = "white" {} _LightCount( "_LightCount", Int ) = 4 _IsSpotlight ("_IsSpotlight", Int) = 0 } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; int _LightCount; int _IsSpotlight; float4 frag( v2f_img i ) : SV_Target { float4 vertexPosition = tex2D( _A, i.uv ); float3 vertexNormal = tex2D( _B, i.uv ).xyz; float3 result = ShadeVertexLightsFull (vertexPosition, vertexNormal, _LightCount, (_IsSpotlight > 0)); return float4(result, 1); } ENDCG } } }