Shader "MoreMountains/MMWorldspace" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _Scale ("Texture Scale", Float) = 1.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; fixed4 _Color; float _Scale; struct Input { float3 worldNormal; float3 worldPos; }; void surf (Input IN, inout SurfaceOutput o) { float2 UV; fixed4 c; if(abs(IN.worldNormal.x)>0.5) { UV = IN.worldPos.yz; // side c = tex2D(_MainTex, UV* _Scale); // use WALLSIDE texture } else if(abs(IN.worldNormal.z)>0.5) { UV = IN.worldPos.xy; // front c = tex2D(_MainTex, UV* _Scale); // use WALL texture } else { UV = IN.worldPos.xz; // top c = tex2D(_MainTex, UV* _Scale); // use FLR texture } o.Albedo = c.rgb * _Color; } ENDCG } Fallback "VertexLit" }