// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' Shader "Unlit/NormalShader" { Properties { _Cutoff ("Threshold", Range(0,1)) = 0.5 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float3 normalWorld : TEXCOORD1; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; float _Cutoff; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.normalWorld = normalize( mul( float4( v.normal, 0.0 ), unity_WorldToObject ).xyz ); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { clip( dot(i.normalWorld, float3(0,1,0)) - _Cutoff ); // apply fog bc why not UNITY_APPLY_FOG(i.fogCoord, col); return half4(0,1,0,1); } ENDCG } } }