﻿Shader "Mobile/DiffuseX"
{
	Properties
	{
		_Color("Color",COLOR) = (0.5,0.5,0.5,1.0)
		_MainTex("Base (RGB)", 2D) = "white" {}
	}

		SubShader
	{
		Tags{ "RenderType" = "Opaque" }
		LOD 150
		CGPROGRAM
#pragma surface surf Lambert noforwardadd

		sampler2D _MainTex;
	fixed4 _Color;

	struct Input
	{
		float2 uv_MainTex;
	};

	void surf(Input IN, inout SurfaceOutput o)
	{
		fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
		o.Albedo = c.rgb;
		o.Alpha = c.a;
	}
	ENDCG
	}
		Fallback "Mobile/VertexLit"
}