131 lines
2.7 KiB
Plaintext
131 lines
2.7 KiB
Plaintext
|
Shader "Legacy Shaders/Transparent/Cutout/VertexLit" {
|
||
|
Properties {
|
||
|
_Color ("Main Color", Color) = (1,1,1,1)
|
||
|
_SpecColor ("Spec Color", Color) = (1,1,1,0)
|
||
|
_Emission ("Emissive Color", Color) = (0,0,0,0)
|
||
|
_Shininess ("Shininess", Range (0.1, 1)) = 0.7
|
||
|
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
|
||
|
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
|
||
|
}
|
||
|
|
||
|
SubShader {
|
||
|
Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
|
||
|
LOD 100
|
||
|
|
||
|
// Non-lightmapped
|
||
|
Pass {
|
||
|
Tags { "LightMode" = "Vertex" }
|
||
|
Alphatest Greater [_Cutoff]
|
||
|
AlphaToMask True
|
||
|
ColorMask RGB
|
||
|
Material {
|
||
|
Diffuse [_Color]
|
||
|
Ambient [_Color]
|
||
|
Shininess [_Shininess]
|
||
|
Specular [_SpecColor]
|
||
|
Emission [_Emission]
|
||
|
}
|
||
|
Lighting On
|
||
|
SeparateSpecular On
|
||
|
SetTexture [_MainTex] {
|
||
|
Combine texture * primary DOUBLE, texture * primary
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Lightmapped, encoded as dLDR
|
||
|
Pass {
|
||
|
Tags { "LightMode" = "VertexLM" }
|
||
|
Alphatest Greater [_Cutoff]
|
||
|
AlphaToMask True
|
||
|
ColorMask RGB
|
||
|
|
||
|
BindChannels {
|
||
|
Bind "Vertex", vertex
|
||
|
Bind "normal", normal
|
||
|
Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
|
||
|
Bind "texcoord", texcoord1 // main uses 1st uv
|
||
|
}
|
||
|
SetTexture [unity_Lightmap] {
|
||
|
matrix [unity_LightmapMatrix]
|
||
|
constantColor [_Color]
|
||
|
combine texture * constant
|
||
|
}
|
||
|
SetTexture [_MainTex] {
|
||
|
combine texture * previous DOUBLE, texture * primary
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Lightmapped, encoded as RGBM
|
||
|
Pass {
|
||
|
Tags { "LightMode" = "VertexLMRGBM" }
|
||
|
Alphatest Greater [_Cutoff]
|
||
|
AlphaToMask True
|
||
|
ColorMask RGB
|
||
|
|
||
|
BindChannels {
|
||
|
Bind "Vertex", vertex
|
||
|
Bind "normal", normal
|
||
|
Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
|
||
|
Bind "texcoord1", texcoord1 // unused
|
||
|
Bind "texcoord", texcoord2 // main uses 1st uv
|
||
|
}
|
||
|
|
||
|
SetTexture [unity_Lightmap] {
|
||
|
matrix [unity_LightmapMatrix]
|
||
|
combine texture * texture alpha DOUBLE
|
||
|
}
|
||
|
SetTexture [unity_Lightmap] {
|
||
|
constantColor [_Color]
|
||
|
combine previous * constant
|
||
|
}
|
||
|
SetTexture [_MainTex] {
|
||
|
combine texture * previous QUAD, texture * primary
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Pass to render object as a shadow caster
|
||
|
Pass {
|
||
|
Name "Caster"
|
||
|
Tags { "LightMode" = "ShadowCaster" }
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
#pragma target 2.0
|
||
|
#pragma multi_compile_shadowcaster
|
||
|
#include "UnityCG.cginc"
|
||
|
|
||
|
struct v2f {
|
||
|
V2F_SHADOW_CASTER;
|
||
|
float2 uv : TEXCOORD1;
|
||
|
};
|
||
|
|
||
|
uniform float4 _MainTex_ST;
|
||
|
|
||
|
v2f vert( appdata_base v )
|
||
|
{
|
||
|
v2f o;
|
||
|
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
|
||
|
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
uniform sampler2D _MainTex;
|
||
|
uniform fixed _Cutoff;
|
||
|
uniform fixed4 _Color;
|
||
|
|
||
|
float4 frag( v2f i ) : SV_Target
|
||
|
{
|
||
|
fixed4 texcol = tex2D( _MainTex, i.uv );
|
||
|
clip( texcol.a*_Color.a - _Cutoff );
|
||
|
|
||
|
SHADOW_CASTER_FRAGMENT(i)
|
||
|
}
|
||
|
ENDCG
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|