頂点カラーとテクスチャの乗算色を表示する Shader

Shader "Cust/TextureAndVertexColor"
{
Properties
{
[NoScaleOffset]
_MainTex("Texture", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color: COLOR;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
v2f vert (in appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.uv = v.uv;
return o;
}
fixed4 frag (in v2f i) : SV_Target
{
return tex2D(_MainTex, i.uv) * i.color;
}
ENDCG
}
}
}