Shader "Surface/Diffuse Simple"
{
SubShader
{
Tags{"RendType" = "Opaque"}
CGPROGRAM
#pragma surface surf Lambert
struct Input
{
float4 color:COLOR;
};
void surf(Input IN,inout SurfaceOutput o)
{
o.Albedo = 0.8;
}
ENDCG
}
Fallback "Diffuse"
}