// 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/Specular Vertex-Level" { 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; fixed3 color : COLOR; }; v2f vert(a2v v) { v2f o; // Transform the vertex from object space to projection space o.pos = UnityObjectToClipPos(v.vertex); // Get ambient term //fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; // Transform the normal from object space to world space fixed3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject)); // Get the light direction in world space fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz); // Compute diffuse term //fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLightDir)); // Get the reflect direction in world space fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal)); // Get the view direction in world space fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, v.vertex).xyz); // Compute specular term fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss); //o.color = ambient + diffuse + specular; o.color = specular; return o; } fixed4 frag(v2f i) : SV_Target { return fixed4(i.color, 1.0); } ENDCG } } FallBack "Specular" }