Adding Lighting to a Shader

NOTE: As my project deadline is sneaking up on me, I have now made this a paid project for anyone who can fix the problem. Please find the paid version here: http://forum.unity3d.com/threads/168...23#post1150723

Hey all,

I am working on a Decal shader (based on the Projector Light shader), which will project a decal onto a surface. Overall it is working great - it displays with proper color on the objects I want, in the way I want, and it even takes the Ambient Light into consideration. However, I cannot seem to get it to take Point Lights or any other kind of non-ambient light into consideration.

This image shows the decal projectors functioning:

Here is the shader code for the above projectors:

Shader "Projector/Decal" 
{
  Properties 
  {
  	 _Color ("Main Color", Color) = (1,1,1,1)   
     _SpecColor ("Spec Color", Color) = (1,1,1,1)
     _Emission ("Emmisive Color", Color) = (0,0,0,0)
     _Shininess ("Shininess", Range (0.01, 1)) = 0.7	
     _ShadowTex ("Cookie", 2D) = "" { TexGen ObjectLinear }
     _Falloff ("Cookie", 2D) = "" { TexGen ObjectLinear }
  }
  
  Subshader 
  {
     Pass 
     {
        ZWrite off
        Fog { Color (0, 0, 0) }
        Color [_Color]
        ColorMask RGB
        Blend OneMinusSrcAlpha SrcAlpha
		Offset -1, -1
		
	    Material 
	    {
	        Diffuse [_Color]
	        Ambient [_Color]
	        Shininess [_Shininess]
	        Specular [_SpecColor]
	        Emission [_Emission]
	    }
		
		Lighting On
		SeparateSpecular On
        
        SetTexture [_ShadowTex] 
        {
		   combine texture * primary , ONE - texture
           Matrix [_Projector]
        }
     }
  }
}

How can I modify this shader so that it does take local lighting (Point Lights and such) into consideration?

Thank you!

As my project deadline is sneaking up on me, I have now made this a paid project for anyone who can fix the problem. Please find the paid version here: http://forum.unity3d.com/threads/168240-Paid-Help-finish-a-decal-shader.?p=1150723#post1150723