I have tried to use my own lighting model in surface shader in Unity. But there is a problem.
If I init my own lighting via
#pragma surface surf _SimpleSpecular
Lighting_SimpleSpecular method is executed. But, even if I return single color from it, my model has still applied texture (with the tint of my returned color). What I am doing wrong? I am using forward rendering.
If I switch to Standard and return single color, all is at it should be.