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               Question by 
               qwert12345 · Feb 11, 2014 at 01:50 PM · 
                shaderlightingcurve  
              
 
              How can I add lighting to curved shader?
I looking for solution for days, if anybody knows how can I add lighting to following shader:
Shader "Custom/Curved" {
 Properties {
   _MainTex ("Base (RGB)", 2D) = "white" {}
   _QOffset ("Offset", Vector) = (0,0,0,0)
   _Dist ("Distance", Float) = 100.0
} SubShader { Tags { "RenderType"="Opaque" } Pass { Lighting Off
         CGPROGRAM
         #pragma vertex vert
         #pragma fragment frag
         #include "UnityCG.cginc"
 
         sampler2D _MainTex;
         float4 _QOffset;
         float _Dist;
         uniform float4 _MainTex_ST;
         
         struct v2f {
     float4 pos : SV_POSITION;
     float2 uv : TEXCOORD0;
         };
 
         v2f vert (appdata_base v)
         {
     v2f o;
     float4 vPos = mul (UNITY_MATRIX_MV, v.vertex);
     float zOff = vPos.z/_Dist;
     vPos += _QOffset*zOff*zOff;
     o.pos = mul (UNITY_MATRIX_P, vPos);
     o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
     return o;
         }
 
         half4 frag (v2f i) : COLOR
         {
           return tex2D(_MainTex, i.uv);
         }
         ENDCG
     }
 }
 FallBack "Mobil/Unlit"
}
Thanks!
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