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JJBB/Assets/BuiltinAssets/Shader/DefaultResourcesExtra/Normal-VertexLit.shader

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2024-08-23 15:49:34 +08:00
Shader "Legacy Shaders/VertexLit" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Spec Color", Color) = (1,1,1,1)
_Emission ("Emissive Color", Color) = (0,0,0,0)
_Shininess ("Shininess", Range (0.01, 1)) = 0.7
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 100
// Non-lightmapped
Pass {
Tags { "LightMode" = "Vertex" }
Material {
Diffuse [_Color]
Ambient [_Color]
Shininess [_Shininess]
Specular [_SpecColor]
Emission [_Emission]
}
Lighting On
SeparateSpecular On
SetTexture [_MainTex] {
constantColor (1,1,1,1)
Combine texture * primary DOUBLE, constant // UNITY_OPAQUE_ALPHA_FFP
}
}
// Lightmapped, encoded as dLDR
Pass {
Tags { "LightMode" = "VertexLM" }
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] {
constantColor (1,1,1,1)
combine texture * previous DOUBLE, constant // UNITY_OPAQUE_ALPHA_FFP
}
}
// Lightmapped, encoded as RGBM
Pass {
Tags { "LightMode" = "VertexLMRGBM" }
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] {
constantColor (1,1,1,1)
combine texture * previous QUAD, constant // UNITY_OPAQUE_ALPHA_FFP
}
}
// Pass to render object as a shadow caster
Pass {
Name "ShadowCaster"
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;
};
v2f vert( appdata_base v )
{
v2f o;
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
float4 frag( v2f i ) : SV_Target
{
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
}