// Upgrade NOTE: replaced '_LightMatrix0' with 'unity_WorldToLight' Shader "Custom/Cel" { Properties { _MainTex ("Texture", 2D) = "white" {} [MaterialToggle] _UseShadeTex ("Use Shade Texture", Float) = 0 _ShadeTex ("Shade Texture", 2D) = "white" {} _Color ("Color", Color) = (1,1,1,1) _DarknessColor ("Darkness Color", Color) = (0.5,0.5,0.5,1) _DarknessMidpoint ("Darkness Midpoint", Range(0, 1)) = 0.5 _ShadowThreshold ("Shadow Threshold", Range(0, 1)) = 0.5 _ShadeBitDepth ("Shade Bit Depth", Range(0, 15)) = 5 } SubShader { Tags { "RenderType" = "Opaque" } Pass { Tags { "LightMode" = "ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdbase #include "Cel.hlsl" ENDCG } // https://en.wikibooks.org/wiki/Cg_Programming/Unity/Cookies Pass { Tags { "LightMode" = "ForwardAdd" } CGPROGRAM #pragma multi_compile_lightpass #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdbase #include "Cel.hlsl" ENDCG } UsePass "Legacy Shaders/VertexLit/SHADOWCASTER" } }