Hallo everyone. I just ported my project form 3.5 to 4.2 and it looks like my shader is doing weird things. What the shader should do: reflective - > Qubemap with rim fallof What it does : Shows the world norma. Is there anything changed in the shader code that this shader breaks? Thanks for any hints or tips. Code (csharp): Shader "Capture/QubeMap Reflection Vertex Lit" { Properties { _Color ("Main Color, Alpha", Color) = (1,1,1,1) _MainTex ("Texture", 2D) = "white" {} _Cube ("Cubemap", CUBE) = "" {} _Reflection ("Rim Power", Range(0,1)) = 1 } SubShader { Tags { "RenderType" = "Opaque" "LightMode" = "Vertex" } CGPROGRAM #pragma surface surf Lambert struct Input { float2 uv_MainTex; float3 worldRefl; float3 viewDir; }; sampler2D _MainTex; samplerCUBE _Cube; float _Reflection; float4 _Color; void surf (Input IN, inout SurfaceOutput o) { o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb * 0.5; o.Albedo *= _Color.rgb; o.Emission = _Reflection * texCUBE (_Cube , IN.worldRefl).rgb; } ENDCG } Fallback "Diffuse" }