Hello everybody How can I access the light information in the surface part of the shader? Code (csharp): #pragma surface surf SimpleLambert half4 LightingSimpleLambert (SurfaceOutput s, half3 lightDir, half atten) { half NdotL = dot (s.Normal, lightDir); half4 c; c.rgb = s.Albedo * _LightColor0.rgb * (NdotL * atten * 2); c.a = s.Alpha; return c; } I'd like to use c.rgb in the surface part of the shader, where I specify o.Albedo, etc. So that I could write there something like this: Code (csharp): float4 light = c.rgb; Any ideas on how to do so? Many thanks in advance!