Shader "Custom/Darkness" { Properties { _Color ("Color", Color)= (0,0,0,0) } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert float4 _Color; sampler2D _MainTex; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { o.Emission = 0; } ENDCG } FallBack "Diffuse" }