//Courtesy of http://answers.unity3d.com/questions/306921/add-specular-map-to-shader.html Shader "RoadArchitect/Roads/Road Shader Low Quality" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } Tags { "Queue" = "Geometry+10" } LOD 200 Offset 1,1 CGPROGRAM #pragma surface surf BlinnPhong #ifndef SHADER_API_D3D11 #else #endif sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; } ENDCG } FallBack "VertexLit" }