Lightmapped Decal Diffuse shader Trouble

Hi all, I’ve very new to this board but thought I’d share my problem :slight_smile: I have created or hacked a shader from the decal and from the lightmapped diffuse shaders within unity. I have it working finally… well somewhat… my problem is now that if I have a light in the scene the geometry that contains the decal goes transparent. The rest of the geometry remains. I have included the shader script below…if anyone can fix this shader so that I may see what the problem was I would be eternally grateful :slight_smile:

Shader "Lightmapped/Diffuse Decal" {
Properties {
	_Color ("Main Color", Color) = (1,1,1,1)
	_SpecColor ("Spec Color", Color) = (1,1,1,1)
	_Emission ("Emissive Color", Color) = (0,0,0,0)
	_Shininess ("Shininess", Range (0.01, 1)) = 0.7
	_MainTex ("Base (RGB)", 2D) = "white" {}
	_DecalTex ("Decal (RGBA)", 2D) = "black" {}
	_LightMap ("LIGHTMAP (RGB)", 2D) = "black"{}
	
}

SubShader {
	Tags { "RenderType"="Opaque" }
	LOD 150
	Material {
		Diffuse [_Color]
		Ambient [_Color]
		Shininess [_Shininess]
		Specular [_SpecColor]
		Emission [_Emission]
	}

	Pass {
	Lighting On
	SeparateSpecular On
	Tags {"LightMode" = "Pixel"}
		Color [_PPLAmbient]
		BindChannels {
			Bind "Vertex", vertex
			Bind "normal", normal
			Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
			Bind "texcoord", texcoord1 // main uses 1st uv
			Bind "texcoord", texcoord2 // main uses 1st uv
		}
		
		SetTexture [_LightMap] {constantColor [_Color]	combine texture * constant}
		SetTexture [_MainTex] {constantColor [_Color] combine texture * previous, texture * constant}
		SetTexture [_DecalTex] {combine texture lerp (texture) previous}
		SetTexture [_MainTex] {combine previous * primary DOUBLE, previous * constant constantColor [_Color]}
	}
	

}

Fallback "VertexLit", 1

}

Never mind… I removed Tags {“LightMode” = “Pixel”} and it made the face reappear. Although if someone wanted to add the bump to this shader that would be amazing :smile: Thnx!

Cheers,
Jason