Shader "Custom/NeonCube" { Properties { _MainTex ("Main Texture", 2D) = "white" {} _EmissionColor ("Emission Color", Color) = (1, 1, 1, 1) _EmissionIntensity ("Emission Intensity", Range(0, 1)) = 1 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; fixed4 _EmissionColor; half _EmissionIntensity; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D (_MainTex, IN.uv_MainTex); o.Albedo = c.rgb; // Apply emission color and intensity o.Emission = _EmissionColor.rgb * _EmissionIntensity; } ENDCG } FallBack "Diffuse" }