Shader "Legacy Shaders/Reflective/Bumped VertexLit" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Spec Color", Color) = (1,1,1,1) _Shininess ("Shininess", Range (0.1, 1)) = 0.7 _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5) _MainTex ("Base (RGB) RefStrength (A)", 2D) = "white" {} _Cube ("Reflection Cubemap", Cube) = "" {} _BumpMap ("Normalmap", 2D) = "bump" {} } Category { Tags { "RenderType"="Opaque" } LOD 250 SubShader { UsePass "Reflective/Bumped Unlit/BASE" Pass { Tags { "LightMode" = "Vertex" } Blend One One ZWrite Off Lighting On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) fixed4 diff : COLOR0; float4 pos : SV_POSITION; }; uniform float4 _MainTex_ST; uniform float4 _Color; v2f vert (appdata_base v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); float4 lighting = float4(ShadeVertexLightsFull(v.vertex, v.normal, 4, true),_Color.w); o.diff = lighting * _Color; UNITY_TRANSFER_FOG(o,o.pos); return o; } uniform sampler2D _MainTex; fixed4 frag (v2f i) : SV_Target { fixed4 temp = tex2D (_MainTex, i.uv); fixed4 c; c.xyz = (temp.xyz * i.diff.xyz); c.w = temp.w * i.diff.w; UNITY_APPLY_FOG_COLOR(i.fogCoord, c, fixed4(0,0,0,0)); // fog towards black due to our blend mode UNITY_OPAQUE_ALPHA(c.a); return c; } ENDCG } } } FallBack "Legacy Shaders/Reflective/VertexLit" }