// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' Shader "Unlit/ShaderTest_1" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Main Color", Color) = (1,1,1,1) _Int("Int_1",Int) = 2 _Cube("TextCube",Cube) = "black"{} _Specular("Specular",Color) = (1,1,1,1) _Gloss("Gloss",Range(8,256)) = 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" #include "UnityLightingCommon.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; fixed4 diff : COLOR; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; fixed4 _Specular; float _Gloss; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); half3 worldNormal = UnityObjectToWorldNormal(v.normal); half3 worldLight = _WorldSpaceLightPos0.xyz; half nl = max(0, dot(worldNormal, _WorldSpaceLightPos0.xyz)*0.5+0.5); o.diff = _LightColor0 * _Color * nl; //o.diff.rgb += ShadeSH9(half4(worldNormal,1)); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); col = col*i.diff; // apply fog UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } FallBack "Diffuse" }