Try this out: alpha cutoff references the main texture alpha, emission is packed in the normal map alpha Shader "Custom/PC_ASlphaEmissive" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _MainTex ("Base…