Shader "Hidden/SolidBody1" { SubShader{ Tags{ "RenderType" = "Opaque" } CGPROGRAM #pragma surface surf Lambert uniform fixed4 highLightColor; struct Input { float4 color : COLOR; }; void surf(Input IN, inout SurfaceOutput o) { o.Albedo.r = highLightColor.r; o.Albedo.g = highLightColor.g; o.Albedo.b = highLightColor.b; } ENDCG } Fallback "Diffuse" }