// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Unity Shaders Book/Chapter 10/Mirror" { Properties { _MainTex ("Main Tex", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry"} Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag sampler2D _MainTex; struct a2v { float4 vertex : POSITION; float3 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert(a2v v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; // Mirror needs to filp x o.uv.x = 1 - o.uv.x; return o; } fixed4 frag(v2f i) : SV_Target { return tex2D(_MainTex, i.uv); } ENDCG } } FallBack Off }