// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Unity Shaders Book/Chapter 6/Blinn-Phong" { Properties { // _Diffuse ("Diffuse", Color) = (1, 1, 1, 1) _Specular ("Specular", Color) = (1, 1, 1, 1) _Gloss ("Gloss", Range(8.0, 256)) = 20 } SubShader { Pass { Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "Lighting.cginc" fixed4 _Diffuse; fixed4 _Specular; float _Gloss; struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : SV_POSITION; float3 worldNormal : TEXCOORD0; float3 worldPos : TEXCOORD1; }; v2f vert(a2v v) { v2f o; // Transform the vertex from object space to projection space o.pos = UnityObjectToClipPos(v.vertex); // Transform the normal from object space to world space //o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject); o.worldNormal = UnityObjectToWorldNormal(v.normal); // Transform the vertex from object spacet to world space o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; return o; } fixed4 frag(v2f i) : SV_Target { // Get ambient term //fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; fixed3 worldNormal = normalize(i.worldNormal); fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz); // Compute diffuse term //fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir)); // Get the view direction in world space fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz); // Get the half direction in world space fixed3 halfDir = normalize(worldLightDir + viewDir); // Compute specular term fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss); //return fixed4(ambient + diffuse + specular, 1.0); return fixed4(specular, 1.0); } ENDCG } } FallBack "Specular" }