// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "FX/MirrorReflection" { Properties { _MainTex("Base (RGB)", 2D) = "white" {} [HideInInspector] _ReflectionTex0("", 2D) = "white" {} [HideInInspector] _ReflectionTex1("", 2D) = "white" {} } SubShader { Tags{ "RenderType" = "Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "UnityInstancing.cginc" sampler2D _MainTex; float4 _MainTex_ST; sampler2D _ReflectionTex0; sampler2D _ReflectionTex1; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; float4 refl : TEXCOORD1; float4 pos : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.refl = ComputeNonStereoScreenPos(o.pos); return o; } half4 frag(v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); half4 tex = tex2D(_MainTex, i.uv); half4 refl = unity_StereoEyeIndex == 0 ? tex2Dproj(_ReflectionTex0, UNITY_PROJ_COORD(i.refl)) : tex2Dproj(_ReflectionTex1, UNITY_PROJ_COORD(i.refl)); return tex * refl; } ENDCG } } }