Shader "Gleechi/Diffuse" { Properties { _MainTex("Texture", 2D) = "white" {} [NOSCALEOFFSET] _diffuse("diffuse map", Cube) = "white" {} } SubShader { Tags { "RenderType" = "Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; float3 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float3 normal : NORMAL; float3 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; samplerCUBE _diffuse; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.normal = UnityObjectToWorldNormal(v.normal); o.color = v.color; return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv) * fixed4(i.color,1); fixed4 diffuseLight = texCUBElod(_diffuse, float4(i.normal, 1)); diffuseLight /= diffuseLight + 1; return col * diffuseLight; } ENDCG } } }