Shader problem from Unity 2.6 to Unity3

Hello,

I have a problem, I used one of the shader from the Unity Tutorial “Sewer Project” the water shader “Reflective/BumpedSpecularRefractive” before this I used the shader on Unity 2.6 Its all good but after I install Unity3 and port my project to Unity3 the object with “Reflective/BumpedSpecularRefractive” shader turn into a pink colour and I click on the shader inspector nothing happen, what happen can someone help me.

here is the shader code:

Shader "Reflective/BumpedSpecularRefractive" {
    Properties {
        _Color ("Main Color", Color) = (1,1,1,0)
        _SpecColor ("Specular Color", Vector) = (0,0,0,0)
        _Shininess ("Shininess", Range (0.01, 1)) = 0.078125
        _ReflectColor ("Reflection Color", Color) = (1.0, 1.0, 1.0, 0)
        _BumpAmt  ("Distortion", range (0,128)) = 10
        _MainTex ("Base (RGB) Gloss (A)", 2D) = "white"
        _BumpMap ("Bumpmap", 2D) = "bump" 
        _Cube ("cubemap", Cube) = "_Skybox"
    }
    Category {
        ZWrite Off
        Alphatest Greater 0
        Tags {Queue=Transparent}
        Fog { Color [_AddFog] }
        SubShader {
            UsePass "FX/Glass/Stained BumpDistort/BASE"

        // ------------------------------------------------------
         // ARB_FP, Geforce3
         // ------------------------------------------------------
            UsePass "Reflective/Bumped Unlit/BASE" 
            Pass { 
                Name "BASE"
                Tags {"LightMode" = "Vertex"}
                Tags {"Queue" = "Transparent" }
                Blend SrcAlpha One
                    Material {
                        Diffuse [_Color]
                        Ambient (1,1,1,1)
                        Shininess 10
                        Specular [_SpecColor]
                    }
                Lighting On
                SeparateSpecular on
                SetTexture [_MainTex] { 
                    constantColor [_Color] Combine texture * primary DOUBLE, constant
                }
            }
            UsePass "Alpha/BumpedSpecular/PPL"
        }
    }
    FallBack "Reflective/BumpedSpecularSRC", 1
}

Anyone??

I have similar problems with bumped diffuse shader when importing blend files with a material using normalmap. Works perfectly in 2.6 but turns pink in 3.0
I can import blend files to 3.0 with simpler materials. Seems like a bug in the builtin converter…
Edit:
Seems the cause is a redesign of the shader system. If I select the shader in question I can see that unity actually warns me about code that has been commented out. When I create a new diffuse material in the 2.6-converted project, it also turns pink. If I create a new diffuse in a pure 3.0 project, it turns out correct.
Solution:
Delete all the old shader files in the project. (they are no longer valid)
Reload the unity project (objects are still pink)
For each material select the appropriate shader, now the diffuse is loaded from the 3.0 resource instead of the old shader-file-in-error.

Have the same problem, I tried to write a new one but it seems more complicated than i thought … i posted a topic for that.

people they redid the shaders , any shaders u made , dont work , make it again

Thanks a lot guys…all the information above help alot…I’ll try rebuild my scene again…

thanks…

Hello there,

I have same problem with this window shader from the 2.6 wiki : “Reflective/BumpedSpecularRefractive” , cubemap not working anymore in 3.0 (although all my default shader are now 3.0.0.f5)

Have you found a working shader that handles alpha + cubemap ?
If yes, can you post it ?

Thank you very much,

SMaX

Has anyone had any luck with this? This shader is REALLY important to what I’m making and I’ve been using it a lot.

Hi
I’m working with this shader too.
It would be great to use it with unity 3!
Is there a solution?

bump

bump? what does that mean? Does anyone have any help on this subject? I am having the same issue using the Glare FX shader… looks great on the Unity Editor… but turns pink on the iPhone.

This is a really old shader that makes reference to old built-in shaders which no longer exist. You would be much better off trying to write a surface shader to accomplish what you want, rather than cobbling together pieces of other shaders.