// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' Shader "Unlit/ShaderTest4" { Properties { _Color("Color Tint",Color) = (1,1,1,1) _RampTex("Ramp Tex",2D) = "white" {} _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; float4 texcoord : TEXCOORD0; float3 normal : NORMAL; }; struct v2f { float4 pos : SV_POSITION; float3 worldNormal : TEXCOORD0; float3 worldPos : TEXCOORD1; float2 uv : TEXCOORD2; UNITY_FOG_COORDS(1) }; fixed4 _Color; sampler2D _RampTex; float4 _RampTex_ST; float4 _Specular; float _Gloss; v2f vert (appdata v) { v2f o; //o.pos = UnityObjectToClipPos(v.vertex); o.pos = UnityObjectToClipPos(v.vertex); o.worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz; o.uv = TRANSFORM_TEX(v.texcoord, _RampTex); 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 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; fixed halfLambert = 0.5 * dot(worldNormal,worldLightDir)+0.5; fixed3 diffuseColor = tex2D(_RampTex,fixed2(halfLambert,halfLambert)).rgb; fixed3 diffuse = _LightColor0.rgb * diffuseColor; 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" }