// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' Shader "Unlit/ShaderTest3" { Properties { _MainTex("Texture", 2D) = "white" {} _Color("Color",Color)=(1,1,1,1) _Specular("Specular",Color)=(1,1,1,1) _Gloss("Gloss",Range(8.0,256))=20 } SubShader { Tags { "RenderType"="Opaque" "LightMode"="ForwardBase"} LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" #include "Lighting.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; float2 uv : TEXCOORD0; }; struct v2f { float3 worldNormal : TEXCOORD0; float3 worldPos : TEXCOORD1; float2 uv : TEXCOORD2; UNITY_FOG_COORDS(1) float4 pos : SV_POSITION; }; fixed4 _Color; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Specular; float _Gloss; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz; o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed3 worldNormal = normalize(i.worldNormal); fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos)); fixed3 albedo = tex2D(_MainTex,i.uv).rgb * _Color.rgb; fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; fixed3 diffuse = _LightColor0.rgb * albedo * max(0,dot(worldNormal,worldLightDir)); fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos)); fixed3 halfDir = normalize(worldLightDir + viewDir); fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0,dot(worldNormal,halfDir)),_Gloss); // sample the texture //fixed4 col = tex2D(_MainTex, i.uv); // apply fog UNITY_APPLY_FOG(i.fogCoord, col); return fixed4(ambient + diffuse + specular,1.0); } ENDCG } } FallBack "Specular" }