Shader "lowPoly/monochrome" { Properties{ _Color("Color", Color) = (1,1,1,1) _Glossiness("Smoothness", Range(0,1)) = 0.5 _Metallic("Metallic", Range(0,1)) = 0.0 } SubShader{ Tags{ "RenderType" = "Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 struct Input { float3 color : COLOR; }; fixed4 _Color; half _Glossiness; half _Metallic; void surf(Input IN, inout SurfaceOutputStandard o) { o.Albedo = _Color; o.Metallic = _Metallic; o.Smoothness = _Glossiness; } ENDCG } FallBack "Diffuse" }