I wrote the simplest possible surface shader:
Shader "SimpleSurf" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags {"RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
When the "Forward" rendering path is enabled the object looks fine!
But when the "Vertex lit" rendering path is enabled, it looks became black:
Why it happened? How can I use surface shaders (or maybe write a Vertex/Fragment shader which will consider spot lights) which do some effects in VertexLit path?