73 lines
1.4 KiB
Plaintext
73 lines
1.4 KiB
Plaintext
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// Unlit shader. Simplest possible textured shader.
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// - SUPPORTS lightmap
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// - no lighting
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// - no per-material color
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Shader "Mobile/Unlit (Supports Lightmap)" {
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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 100
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// Non-lightmapped
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Pass {
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Tags { "LightMode" = "Vertex" }
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Lighting Off
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SetTexture [_MainTex] {
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constantColor (1,1,1,1)
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combine texture, 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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Lighting Off
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BindChannels {
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Bind "Vertex", vertex
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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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Lighting Off
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BindChannels {
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Bind "Vertex", vertex
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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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}
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}
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