Shader "Marmoset/Vertex Lit/Diffuse IBL" { Properties { _Color ("Diffuse Color", Color) = (1,1,1,1) _MainTex ("Diffuse(RGB) Spec. Mask(A)", 2D) = "white" { } } SubShader { Tags { "RenderType"="Opaque" } LOD 200 Pass { Tags { "LightMode"="ForwardBase" } CGPROGRAM //Tags { "LightMode"="Vertex" } works with lightmaps but no SH vars are defined yet. //Tags { "LightMode"="ForwardBase" } SH but no lightmaps #pragma glsl #pragma target 2.0 #pragma vertex MarmosetVert #pragma fragment MarmosetFrag #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile MARMO_SKY_BLEND_OFF MARMO_SKY_BLEND_ON #if MARMO_SKY_BLEND_ON #define MARMO_SKY_BLEND #endif #define MARMO_HQ #define MARMO_DIFFUSE_IBL //#define MARMO_SPECULAR_IBL #define MARMO_SKY_ROTATION //#define MARMO_MIP_GLOSS #define MARMO_VERTEX_SH #define MARMO_VERTEX_DIRECT #define MARMO_FORWARDBASE #define MARMO_VERTEX_COLOR //#define MARMO_VERTEX_OCCLUSION #include "HLSLSupport.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc" #include "../MarmosetCore.cginc" #include "../MarmosetVertex.cginc" ENDCG } } Fallback "VertexLit" }