I got it, only modify the shader:
Shader "FX/Mirror Reflection" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
_MainTex ("Base (RGB) RefStrength (A)", 2D) = "white" {}
_ReflectionTex ("Reflection", 2D) = "_Skybox" { TexGen ObjectLinear }
}
SubShader {
LOD 200
Tags { "RenderType"="Opaque" }
Pass {
Name "BASE"
Tags {"LightMode" = "Always"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct v2f {
V2F_POS_FOG;
float2 uv : TEXCOORD0;
float3 uv2 : TEXCOORD1;
};
uniform float4 _MainTex_ST;
uniform float3x3 _ProjMatrix;
v2f vert(appdata_tan v)
{
v2f o;
PositionFog( v.vertex, o.pos, o.fog );
float3 viewDir = ObjSpaceViewDir( v.vertex );
o.uv2 = mul( _ProjMatrix, viewDir );
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
uniform sampler2D _MainTex;
uniform sampler2D _ReflectionTex;
uniform float4 _ReflectColor;
half4 frag (v2f i) : COLOR
{
half4 texcol = tex2D (_MainTex, i.uv);
half4 reflcol = tex2Dproj( _ReflectionTex, i.uv2 ) * 2;
reflcol *= _ReflectColor.a;
return reflcol * _ReflectColor;
}
ENDCG
}
UsePass "Diffuse/PPL"
}
FallBack "Reflective/VertexLit", 1
}