Shader "Shatter Toolkit/Simple" { Properties { _color ("Diffuse Color", Color) = (1, 1, 1, 1) } SubShader { Tags { "RenderType" = "Opaque" } CGPROGRAM #pragma surface surf Lambert #include "UnityCG.cginc" fixed4 _color; struct Input { float3 worldPos; }; void surf(Input IN, inout SurfaceOutput o) { o.Albedo = _color.xyz; o.Alpha = 1.0f; } ENDCG } FallBack "Diffuse" }