106 lines
2.0 KiB
Plaintext
106 lines
2.0 KiB
Plaintext
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// Simplified VertexLit shader. Differences from regular VertexLit one:
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// - no per-material color
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// - no specular
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// - no emission
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Shader "Mobile/VertexLit" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 80
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// Non-lightmapped
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Pass {
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Tags { "LightMode" = "Vertex" }
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Material {
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Diffuse (1,1,1,1)
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Ambient (1,1,1,1)
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}
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Lighting On
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SetTexture [_MainTex] {
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constantColor (1,1,1,1)
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Combine texture * primary DOUBLE, constant // UNITY_OPAQUE_ALPHA_FFP
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}
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}
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// Lightmapped, encoded as dLDR
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Pass {
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Tags { "LightMode" = "VertexLM" }
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BindChannels {
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Bind "Vertex", vertex
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Bind "normal", normal
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Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
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Bind "texcoord", texcoord1 // main uses 1st uv
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}
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SetTexture [unity_Lightmap] {
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matrix [unity_LightmapMatrix]
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combine texture
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}
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SetTexture [_MainTex] {
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constantColor (1,1,1,1)
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combine texture * previous DOUBLE, constant // UNITY_OPAQUE_ALPHA_FFP
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}
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}
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// Lightmapped, encoded as RGBM
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Pass {
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Tags { "LightMode" = "VertexLMRGBM" }
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BindChannels {
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Bind "Vertex", vertex
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Bind "normal", normal
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Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
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Bind "texcoord", texcoord1 // main uses 1st uv
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}
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SetTexture [unity_Lightmap] {
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matrix [unity_LightmapMatrix]
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combine texture * texture alpha DOUBLE
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}
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SetTexture [_MainTex] {
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constantColor (1,1,1,1)
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combine texture * previous QUAD, constant // UNITY_OPAQUE_ALPHA_FFP
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}
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}
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// Pass to render object as a shadow caster
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Pass
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{
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Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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ZWrite On ZTest LEqual Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile_shadowcaster
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#include "UnityCG.cginc"
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struct v2f {
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V2F_SHADOW_CASTER;
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};
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v2f vert( appdata_base v )
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{
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v2f o;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
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return o;
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}
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float4 frag( v2f i ) : SV_Target
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{
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SHADOW_CASTER_FRAGMENT(i)
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}
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ENDCG
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}
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}
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}
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