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Question by Netherwire · Feb 25, 2014 at 06:16 PM · lightingshaderseffectvertex-lit

Surface shader with VertexLit causes black object

I wrote the simplest possible surface shader:

 Shader "SimpleSurf" {
     Properties {
         _MainTex ("Base (RGB)", 2D) = "white" {}
     }
     SubShader {
         Tags {"RenderType"="Opaque" }
         LOD 200
         
         CGPROGRAM
         #pragma surface surf Lambert
 
         sampler2D _MainTex;
 
         struct Input {
             float2 uv_MainTex;
         };
 
         void surf (Input IN, inout SurfaceOutput o) {
             half4 c = tex2D (_MainTex, IN.uv_MainTex);
             o.Albedo = c.rgb;
             o.Alpha = c.a;
         }
         ENDCG
     } 
     FallBack "Diffuse"
 }

When the "Forward" rendering path is enabled the object looks fine! enter image description here

But when the "Vertex lit" rendering path is enabled, it looks became black: enter image description here

Why it happened? How can I use surface shaders (or maybe write a Vertex/Fragment shader which will consider spot lights) which do some effects in VertexLit path?

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avatar image Polymo · Mar 05, 2014 at 09:13 AM 0
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i would like to know that too as i stumbled upon the same problem.

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