Hello everyone,
Here’s the value i want - I pasted both Unity 5.6 and 5.5 pictures, because they are different. I need Ambient Intensity or (in 5.6) Intensity Multiplier.

I know that in surface shader, this value is easily available, but what shader variable or function do I use to access this value in frag/vert?
Any tips or tricks to doing this would be greatly appreciated!
Thankyou
FYI Here’s the shader I am using (basically just a typical specular diffuse shader):
Shader "Custom/texturePsuedoSpecularLit_Ambientsupport" {
Properties {
_Color("Main Color", Color) = (1,1,1,1)
_MainTex ("Main Texture", 2D) = "white" {}
_SpecColor ("Specular Color", Color) = (1,1,1,1)
_SpecShininess ("Specular Shininess", Range(1.0,100.0)) = 2.0
}
SubShader {
Pass {
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _LightColor0;
float4 _SpecColor;
float _SpecShininess;
float4 _MainTex_ST;
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
float4 posworld : TEXCOORD1;
};
v2f vert(appdata IN) {
v2f OUT;
OUT.pos = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.posworld = mul(unity_ObjectToWorld, IN.vertex);
OUT.normal = mul(unity_ObjectToWorld, float4(IN.normal, 0.0)).xyz;
OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex);
return OUT;
}
fixed4 frag(v2f IN) : COLOR {
float3 ambientLight = unity_AmbientSky.xyz * _Color * _LightColor0.rgb;
fixed4 texColor = tex2D(_MainTex, IN.texcoord);
float3 normalDirection = normalize(IN.normal);
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 viewDirection = normalize(_WorldSpaceCameraPos - IN.posworld.xyz);
float3 diffuse = _LightColor0.rgb * max(0.0, dot(normalDirection, lightDirection));
float3 specular;
//specular calculation
if(dot(normalDirection, lightDirection) < 0.0) {
specular = float3(0.0, 0.0, 0.0);
} else {
specular = _LightColor0.rgb * _SpecColor.rgb * pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), _SpecShininess);
}
float3 diffuseSpecular = ambientLight + diffuse + specular;
return float4(diffuseSpecular, 1) * texColor * _Color;
}
ENDCG
}
}
}