// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Test/TestShader"
{
Properties
{
_diffuse("Diffuse",Color)=(1.0,1.0,1.0,1.0)
}
SubShader
{
Pass
{
Tags{"LightMode"="ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _diffuse;
struct a2v
{
float4 vertex:POSITION;
float3 normal:NORMAL;
float4 texcoord:TEXCOORD0;
};
struct v2f
{
float4 pos:SV_POSITION;
float3 worldnormal:TEXCOORD0;
float3 worldpos:TEXCOORD1;
float2 uv:TEXCOORD2;
};
v2f vert(a2v v)
{
v2f o;
o.pos=UnityObjectToClipPos(v.vertex);
o.worldnormal=UnityObjectToWorldNormal(v.normal);
o.worldpos=mul(unity_ObjectToWorld,v.vertex).xyz;
o.uv=v.texcoord.xy;
return o;
}
fixed4 frag(v2f i):SV_Target
{
fixed3 worldnormal=normalize(i.worldnormal);
fixed3 worldlight=normalize(UnityWorldSpaceLightDir(i.worldpos));
fixed3 diffuse=_LightColor0.rgb*_diffuse.rgb*max(dot(worldnormal,worldlight),0);
return fixed4(diffuse,1.0);
}
ENDCG
}
}
}