Shader "Custome/Level" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 150 CGPROGRAM #pragma surface surf Lambert noforwardadd sampler2D _MainTex; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); fixed3 col = c.rgb; if (col.r>0.9 && col.g>0.9 && col.b>0.9){ o.Emission = col; } o.Albedo = col; o.Alpha = c.a; } ENDCG } Fallback "Mobile/VertexLit" }