Shader not the same after upgrading to Unity 6

I was using this shader for my car window and it was perfect in Unity 5 but after upgrading to Unity 6 it doesn’t have that reflective skybox window type effect anymore. Anyone know why? I narrowed it down to the “_Glossiness(“Smoothness”, Range( 0 , 2)) = 0.5” part but I’m not all that savvy in shaders to know enough on to get that same effect I used to have in Unity 5. I didn’t change to code or anything on the material or gameObject. All I did was update my project to version 6. (picture comparison and code under)

Shader "Ciconia Studio/CS_Standard/Builtin/Lite/Standard (Specular setup)/Transparent"
{
	Properties
	{
		[Space(35)][Header(Surface Options )]
		[Space(15)][Enum(Off,2,On,0)] _Cull("Double Sided", Float) = 0 //"Back"
		[Enum(Off,0,On,1)] _ZWrite("ZWrite", Float) = 1.0 //"On"
		[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4 //"LessEqual"

		[Space(35)][Header(Main Properties )][Space(15)]_GlobalXYTilingXYZWOffsetXY("Global --> XY(TilingXY) - ZW(OffsetXY)", Vector) = (1,1,0,0)
		_Color("Color", Color) = (1,1,1,0)
		[Toggle]_InvertABaseColor("Invert Alpha", Float) = 0
		_MainTex("Base Color", 2D) = "white" {}
		_Saturation("Saturation", Float) = 0
		_Brightness("Brightness", Range( 1 , 8)) = 1
		[Space(35)]_BumpMap("Normal Map", 2D) = "bump" {}
		_BumpScale("Normal Intensity", Float) = 0.3
		[Space(35)]_SpecularColor("Specular Color", Color) = (1,1,1,0)
		_SpecGlossMap("Specular Map -->(Smoothness A)", 2D) = "white" {}
		_SpecularIntensity("Specular Intensity", Range( 0 , 2)) = 0.2
		_Glossiness("Smoothness", Range( 0 , 2)) = 0.5
		[Space(10)][KeywordEnum(SpecularAlpha,BaseColorAlpha)] _Source("Source", Float) = 0
		[Space(35)]_ParallaxMap("Height Map", 2D) = "white" {}
		_Parallax("Height Scale", Range( -0.1 , 0.1)) = 0
		[Space(35)]_OcclusionMap("Ambient Occlusion Map", 2D) = "white" {}
		_AoIntensity("Ao Intensity", Range( 0 , 2)) = 1
		[HDR][Space(45)]_EmissionColor("Emission Color", Color) = (0,0,0,0)
		_EmissionMap("Emission Map", 2D) = "white" {}
		_EmissionIntensity("Intensity", Range( 0 , 2)) = 1
		[Space(35)][Header(Mask Properties)][Toggle]_EnableDetailMask("Enable", Float) = 0
		[Space(15)][Toggle]_VisualizeMask("Visualize Mask", Float) = 0
		[Toggle]_SourceMask("Source - Use BaseColorAlpha", Float) = 0
		[Space(15)][Toggle]_InvertMask("Invert Mask", Float) = 0
		_DetailMask("Detail Mask", 2D) = "black" {}
		_IntensityMask("Intensity", Range( 0 , 1)) = 1
		[Space(15)]_ContrastDetailMap("Contrast", Float) = 0
		_SpreadDetailMap("Spread", Float) = 0
		[Space(35)][Header(Detail Properties)][Space(15)]_DetailColor("Color  -->(Smoothness Intensity A)", Color) = (1,1,1,0)
		_DetailAlbedoMap("Base Color  -->(Smoothness A)", 2D) = "white" {}
		_DetailSaturation("Saturation", Float) = 0
		_DetailBrightness("Brightness", Range( 1 , 8)) = 1
		[Space(35)][Toggle]_BlendMainNormal("Blend Main Normal", Float) = 1
		_DetailNormalMap("Normal Map", 2D) = "bump" {}
		_DetailNormalMapScale("Scale", Float) = 0.3
		[HideInInspector] _texcoord( "", 2D ) = "white" {}
		[Space(35)][Header(Transparent Properties)][Space(15)][Toggle]_InvertTransparent("Invert ", Float) = 0
		[Toggle]_UseBaseColorAlpha("Use BaseColor Alpha", Float) = 0
		_TransparentMask("Transparent Mask", 2D) = "white" {}
		_IntensityTransparentMap("Opacity", Range( 0 , 1)) = 0
		[Space(15)]_ContrastTransparentMap("Contrast", Float) = 0
		_SpreadTransparentMap("Spread", Float) = 0
		[HideInInspector] __dirty( "", Int ) = 1
	}

	SubShader
	{
		Tags{ "RenderType" = "Custom"  "Queue" = "Transparent+0" "IsEmissive" = "true"  }
		Cull[_Cull]
		ZWrite[_ZWrite]
		ZTest [_ZTest]
		Blend SrcAlpha OneMinusSrcAlpha
		
		CGINCLUDE
		#include "UnityCG.cginc"
		#include "UnityStandardUtils.cginc"
		#include "UnityPBSLighting.cginc"
		#include "Lighting.cginc"
		#pragma target 3.0
		#pragma shader_feature_local _SOURCE_SPECULARALPHA _SOURCE_BASECOLORALPHA
		#ifdef UNITY_PASS_SHADOWCASTER
			#undef INTERNAL_DATA
			#undef WorldReflectionVector
			#undef WorldNormalVector
			#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
			#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
			#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
		#endif
		struct Input
		{
			float2 uv_texcoord;
			float3 viewDir;
			INTERNAL_DATA
			half ASEVFace : VFACE;
		};

		uniform float _BlendMainNormal;
		uniform sampler2D _BumpMap;
		uniform float4 _BumpMap_ST;
		uniform float4 _GlobalXYTilingXYZWOffsetXY;
		uniform sampler2D _ParallaxMap;
		uniform float4 _ParallaxMap_ST;
		uniform float _Parallax;
		uniform float _BumpScale;
		uniform sampler2D _DetailNormalMap;
		uniform float4 _DetailNormalMap_ST;
		uniform float _DetailNormalMapScale;
		uniform float _EnableDetailMask;
		uniform float _ContrastDetailMap;
		uniform float _SourceMask;
		uniform float _InvertMask;
		uniform sampler2D _DetailMask;
		uniform float4 _DetailMask_ST;
		uniform float _InvertABaseColor;
		uniform sampler2D _MainTex;
		uniform float4 _MainTex_ST;
		uniform float _SpreadDetailMap;
		uniform float _IntensityMask;
		uniform float _VisualizeMask;
		uniform float _Brightness;
		uniform float4 _Color;
		uniform float _Saturation;
		uniform float _DetailBrightness;
		uniform float4 _DetailColor;
		uniform sampler2D _DetailAlbedoMap;
		uniform float4 _DetailAlbedoMap_ST;
		uniform float _DetailSaturation;
		uniform float4 _EmissionColor;
		uniform sampler2D _EmissionMap;
		uniform float4 _EmissionMap_ST;
		uniform float _EmissionIntensity;
		uniform float4 _SpecularColor;
		uniform sampler2D _SpecGlossMap;
		uniform float4 _SpecGlossMap_ST;
		uniform float _SpecularIntensity;
		uniform float _Glossiness;
		uniform sampler2D _OcclusionMap;
		uniform float4 _OcclusionMap_ST;
		uniform float _AoIntensity;
		uniform float _ContrastTransparentMap;
		uniform float _InvertTransparent;
		uniform float _UseBaseColorAlpha;
		uniform sampler2D _TransparentMask;
		uniform float4 _TransparentMask_ST;
		uniform float _SpreadTransparentMap;
		uniform float _IntensityTransparentMap;


		float4 CalculateContrast( float contrastValue, float4 colorTarget )
		{
			float t = 0.5 * ( 1.0 - contrastValue );
			return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
		}

		void surf( Input i , inout SurfaceOutputStandardSpecular o )
		{
			float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw;
			float2 break26_g512 = uv_BumpMap;
			float GlobalTilingX11 = ( _GlobalXYTilingXYZWOffsetXY.x - 1.0 );
			float GlobalTilingY8 = ( _GlobalXYTilingXYZWOffsetXY.y - 1.0 );
			float2 appendResult14_g512 = (float2(( break26_g512.x * GlobalTilingX11 ) , ( break26_g512.y * GlobalTilingY8 )));
			float GlobalOffsetX10 = _GlobalXYTilingXYZWOffsetXY.z;
			float GlobalOffsetY9 = _GlobalXYTilingXYZWOffsetXY.w;
			float2 appendResult13_g512 = (float2(( break26_g512.x + GlobalOffsetX10 ) , ( break26_g512.y + GlobalOffsetY9 )));
			float2 uv_ParallaxMap = i.uv_texcoord * _ParallaxMap_ST.xy + _ParallaxMap_ST.zw;
			float2 break26_g502 = uv_ParallaxMap;
			float2 appendResult14_g502 = (float2(( break26_g502.x * GlobalTilingX11 ) , ( break26_g502.y * GlobalTilingY8 )));
			float2 appendResult13_g502 = (float2(( break26_g502.x + GlobalOffsetX10 ) , ( break26_g502.y + GlobalOffsetY9 )));
			float4 temp_cast_0 = (tex2D( _ParallaxMap, ( appendResult14_g502 + appendResult13_g502 ) ).g).xxxx;
			float2 paralaxOffset36_g501 = ParallaxOffset( temp_cast_0.x , _Parallax , i.viewDir );
			float2 switchResult47_g501 = (((i.ASEVFace>0)?(paralaxOffset36_g501):(0.0)));
			float2 Parallaxe390 = switchResult47_g501;
			float3 temp_output_356_0 = UnpackScaleNormal( tex2D( _BumpMap, ( ( appendResult14_g512 + appendResult13_g512 ) + Parallaxe390 ) ), _BumpScale );
			float2 uv_DetailNormalMap = i.uv_texcoord * _DetailNormalMap_ST.xy + _DetailNormalMap_ST.zw;
			float3 NormalDetail155 = UnpackScaleNormal( tex2D( _DetailNormalMap, uv_DetailNormalMap ), _DetailNormalMapScale );
			float4 temp_cast_2 = (0.0).xxxx;
			float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw;
			float4 tex2DNode27_g508 = tex2D( _DetailMask, uv_DetailMask );
			float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
			float2 break26_g507 = uv_MainTex;
			float2 appendResult14_g507 = (float2(( break26_g507.x * GlobalTilingX11 ) , ( break26_g507.y * GlobalTilingY8 )));
			float2 appendResult13_g507 = (float2(( break26_g507.x + GlobalOffsetX10 ) , ( break26_g507.y + GlobalOffsetY9 )));
			float4 tex2DNode7_g506 = tex2D( _MainTex, ( ( appendResult14_g507 + appendResult13_g507 ) + Parallaxe390 ) );
			float BaseColorAlpha46 = (( _InvertABaseColor )?( ( 1.0 - tex2DNode7_g506.a ) ):( tex2DNode7_g506.a ));
			float4 clampResult38_g508 = clamp( ( CalculateContrast(( _ContrastDetailMap + 1.0 ),(( _SourceMask )?( ( (( _InvertMask )?( ( 1.0 - tex2DNode27_g508 ) ):( tex2DNode27_g508 )) + BaseColorAlpha46 ) ):( (( _InvertMask )?( ( 1.0 - tex2DNode27_g508 ) ):( tex2DNode27_g508 )) ))) + -_SpreadDetailMap ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
			float4 Mask158 = (( _EnableDetailMask )?( ( clampResult38_g508 * _IntensityMask ) ):( temp_cast_2 ));
			float3 lerpResult137 = lerp( temp_output_356_0 , NormalDetail155 , Mask158.rgb);
			float3 lerpResult205 = lerp( temp_output_356_0 , BlendNormals( temp_output_356_0 , NormalDetail155 ) , Mask158.rgb);
			float3 Normal27 = (( _BlendMainNormal )?( lerpResult205 ):( lerpResult137 ));
			o.Normal = Normal27;
			float clampResult27_g506 = clamp( _Saturation , -1.0 , 100.0 );
			float3 desaturateInitialColor29_g506 = ( _Color * tex2DNode7_g506 ).rgb;
			float desaturateDot29_g506 = dot( desaturateInitialColor29_g506, float3( 0.299, 0.587, 0.114 ));
			float3 desaturateVar29_g506 = lerp( desaturateInitialColor29_g506, desaturateDot29_g506.xxx, -clampResult27_g506 );
			float4 temp_output_355_0 = CalculateContrast(_Brightness,float4( desaturateVar29_g506 , 0.0 ));
			float2 uv_DetailAlbedoMap = i.uv_texcoord * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
			float4 tex2DNode7_g509 = tex2D( _DetailAlbedoMap, uv_DetailAlbedoMap );
			float clampResult27_g509 = clamp( _DetailSaturation , -1.0 , 100.0 );
			float3 desaturateInitialColor29_g509 = ( _DetailColor * tex2DNode7_g509 ).rgb;
			float desaturateDot29_g509 = dot( desaturateInitialColor29_g509, float3( 0.299, 0.587, 0.114 ));
			float3 desaturateVar29_g509 = lerp( desaturateInitialColor29_g509, desaturateDot29_g509.xxx, -clampResult27_g509 );
			float4 AlbedoDetail153 = CalculateContrast(_DetailBrightness,float4( desaturateVar29_g509 , 0.0 ));
			float4 lerpResult365 = lerp( temp_output_355_0 , AlbedoDetail153 , Mask158);
			float4 blendOpSrc364 = temp_output_355_0;
			float4 blendOpDest364 = lerpResult365;
			float4 lerpBlendMode364 = lerp(blendOpDest364,(( blendOpDest364 > 0.5 ) ? ( 1.0 - 2.0 * ( 1.0 - blendOpDest364 ) * ( 1.0 - blendOpSrc364 ) ) : ( 2.0 * blendOpDest364 * blendOpSrc364 ) ),Mask158.r);
			float4 Albedo26 = (( _VisualizeMask )?( Mask158 ):( ( saturate( lerpBlendMode364 )) ));
			o.Albedo = Albedo26.rgb;
			float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
			float2 break26_g528 = uv_EmissionMap;
			float2 appendResult14_g528 = (float2(( break26_g528.x * GlobalTilingX11 ) , ( break26_g528.y * GlobalTilingY8 )));
			float2 appendResult13_g528 = (float2(( break26_g528.x + GlobalOffsetX10 ) , ( break26_g528.y + GlobalOffsetY9 )));
			float4 Emission110 = ( _EmissionColor * tex2D( _EmissionMap, ( ( appendResult14_g528 + appendResult13_g528 ) + Parallaxe390 ) ) * _EmissionIntensity );
			o.Emission = Emission110.rgb;
			float2 uv_SpecGlossMap = i.uv_texcoord * _SpecGlossMap_ST.xy + _SpecGlossMap_ST.zw;
			float2 break26_g514 = uv_SpecGlossMap;
			float2 appendResult14_g514 = (float2(( break26_g514.x * GlobalTilingX11 ) , ( break26_g514.y * GlobalTilingY8 )));
			float2 appendResult13_g514 = (float2(( break26_g514.x + GlobalOffsetX10 ) , ( break26_g514.y + GlobalOffsetY9 )));
			float4 tex2DNode3_g513 = tex2D( _SpecGlossMap, ( ( appendResult14_g514 + appendResult13_g514 ) + Parallaxe390 ) );
			float4 Specular41 = ( _SpecularColor * tex2DNode3_g513 * _SpecularIntensity );
			o.Specular = Specular41.rgb;
			#if defined(_SOURCE_SPECULARALPHA)
				float staticSwitch31_g513 = ( tex2DNode3_g513.a * _Glossiness );
			#elif defined(_SOURCE_BASECOLORALPHA)
				float staticSwitch31_g513 = ( _Glossiness * BaseColorAlpha46 );
			#else
				float staticSwitch31_g513 = ( tex2DNode3_g513.a * _Glossiness );
			#endif
			float DetailBaseColorAlpha170 = ( _DetailColor.a * tex2DNode7_g509.a );
			float lerpResult397 = lerp( staticSwitch31_g513 , DetailBaseColorAlpha170 , Mask158.r);
			float Smoothness40 = lerpResult397;
			o.Smoothness = Smoothness40;
			float2 uv_OcclusionMap = i.uv_texcoord * _OcclusionMap_ST.xy + _OcclusionMap_ST.zw;
			float2 break26_g530 = uv_OcclusionMap;
			float2 appendResult14_g530 = (float2(( break26_g530.x * GlobalTilingX11 ) , ( break26_g530.y * GlobalTilingY8 )));
			float2 appendResult13_g530 = (float2(( break26_g530.x + GlobalOffsetX10 ) , ( break26_g530.y + GlobalOffsetY9 )));
			float blendOpSrc2_g529 = tex2D( _OcclusionMap, ( ( appendResult14_g530 + appendResult13_g530 ) + Parallaxe390 ) ).r;
			float blendOpDest2_g529 = ( 1.0 - _AoIntensity );
			float AmbientOcclusion94 = ( saturate( ( 1.0 - ( 1.0 - blendOpSrc2_g529 ) * ( 1.0 - blendOpDest2_g529 ) ) ));
			o.Occlusion = AmbientOcclusion94;
			float2 uv_TransparentMask = i.uv_texcoord * _TransparentMask_ST.xy + _TransparentMask_ST.zw;
			float4 tex2DNode8_g526 = tex2D( _TransparentMask, uv_TransparentMask );
			float4 temp_cast_14 = (BaseColorAlpha46).xxxx;
			float4 temp_cast_15 = (BaseColorAlpha46).xxxx;
			float4 clampResult24_g526 = clamp( ( CalculateContrast(( _ContrastTransparentMap + 1.0 ),(( _InvertTransparent )?( ( 1.0 - (( _UseBaseColorAlpha )?( temp_cast_15 ):( tex2DNode8_g526 )) ) ):( (( _UseBaseColorAlpha )?( temp_cast_14 ):( tex2DNode8_g526 )) ))) + -_SpreadTransparentMap ) , float4( 0,0,0,0 ) , float4( 1,0,0,0 ) );
			float4 Transparent375 = ( clampResult24_g526 * ( 1.0 - _IntensityTransparentMap ) );
			o.Alpha = Transparent375.r;
		}

		ENDCG
		CGPROGRAM
		#pragma surface surf StandardSpecular keepalpha fullforwardshadows 

		ENDCG
		Pass
		{
			Name "ShadowCaster"
			Tags{ "LightMode" = "ShadowCaster" }
			ZWrite On
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma target 3.0
			#pragma multi_compile_shadowcaster
			#pragma multi_compile UNITY_PASS_SHADOWCASTER
			#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
			#include "HLSLSupport.cginc"
			#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
				#define CAN_SKIP_VPOS
			#endif
			#include "UnityCG.cginc"
			#include "Lighting.cginc"
			#include "UnityPBSLighting.cginc"
			sampler3D _DitherMaskLOD;
			struct v2f
			{
				V2F_SHADOW_CASTER;
				float2 customPack1 : TEXCOORD1;
				float4 tSpace0 : TEXCOORD2;
				float4 tSpace1 : TEXCOORD3;
				float4 tSpace2 : TEXCOORD4;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};
			v2f vert( appdata_full v )
			{
				v2f o;
				UNITY_SETUP_INSTANCE_ID( v );
				UNITY_INITIALIZE_OUTPUT( v2f, o );
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
				UNITY_TRANSFER_INSTANCE_ID( v, o );
				Input customInputData;
				float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
				half3 worldNormal = UnityObjectToWorldNormal( v.normal );
				half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
				half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
				half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
				o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
				o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
				o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
				o.customPack1.xy = customInputData.uv_texcoord;
				o.customPack1.xy = v.texcoord;
				TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
				return o;
			}
			half4 frag( v2f IN
			#if !defined( CAN_SKIP_VPOS )
			, UNITY_VPOS_TYPE vpos : VPOS
			#endif
			) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID( IN );
				Input surfIN;
				UNITY_INITIALIZE_OUTPUT( Input, surfIN );
				surfIN.uv_texcoord = IN.customPack1.xy;
				float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
				half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
				surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z;
				surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
				surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
				surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
				SurfaceOutputStandardSpecular o;
				UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o )
				surf( surfIN, o );
				#if defined( CAN_SKIP_VPOS )
				float2 vpos = IN.pos;
				#endif
				half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
				clip( alphaRef - 0.01 );
				SHADOW_CASTER_FRAGMENT( IN )
			}
			ENDCG
		}
	}
	Fallback "Diffuse"
}

Try to check the color settings in project settings.

It seems to be one in Leaner and the other one is Gamma

Hi. It was on Gamma, switched it to Linear and unfortunately it didn’t fixed the problem.

I also tried the same change in my Unity 5 backup project and lost the window effect. So I guess it needs to stay on Gamma to work.