Surface Shader cube normal

Hi,

I want ton convert the unity toonshader to a surface shader. There is something I don’t know how to convert. In the vertex program they do that:

v2f vert (appdata v){
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.cubenormal = mul (UNITY_MATRIX_MV, half4(v.normal,0));
return o;
}

How does o.cubenormal = mul (UNITY_MATRIX_MV, half4(v.normal,0)); translates in surface shader?

Thanks!

Nevermind, I found it!! it was the same, only the vertex program wasn’t declared the same way!

gives somthing like this:

      	void vert (inout appdata_full v, out Input o) {
          	UNITY_INITIALIZE_OUTPUT(Input,o);
			o.cubeNorm = mul (UNITY_MATRIX_MV, half4(v.normal,0));

  	}