93 lines
2.0 KiB
Plaintext
93 lines
2.0 KiB
Plaintext
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Shader "Legacy Shaders/Self-Illumin/VertexLit" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_SpecColor ("Spec Color", Color) = (1,1,1,1)
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_Shininess ("Shininess", Range (0.1, 1)) = 0.7
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_Illum ("Illumin (A)", 2D) = "white" {}
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_Emission ("Emission (Lightmapper)", Float) = 1.0
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}
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SubShader {
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LOD 100
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Tags { "RenderType"="Opaque" }
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Pass {
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Name "BASE"
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Tags {"LightMode" = "Vertex"}
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Material {
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Diffuse [_Color]
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Shininess [_Shininess]
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Specular [_SpecColor]
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}
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SeparateSpecular On
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Lighting On
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SetTexture [_Illum] {
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constantColor [_Color]
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combine constant lerp (texture) previous
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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, constant // UNITY_OPAQUE_ALPHA_FFP
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}
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}
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// Extracts information for lightmapping, GI (emission, albedo, ...)
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// This pass it not used during regular rendering.
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Pass
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{
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Name "META"
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Tags { "LightMode" = "Meta" }
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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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#include "UnityCG.cginc"
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#include "UnityMetaPass.cginc"
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uvMain : TEXCOORD0;
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float2 uvIllum : TEXCOORD1;
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};
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float4 _MainTex_ST;
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float4 _Illum_ST;
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v2f vert (appdata_full v)
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{
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v2f o;
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o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
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o.uvMain = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.uvIllum = TRANSFORM_TEX(v.texcoord, _Illum);
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return o;
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}
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sampler2D _MainTex;
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sampler2D _Illum;
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fixed4 _Color;
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fixed _Emission;
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half4 frag (v2f i) : SV_Target
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{
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UnityMetaInput metaIN;
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UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);
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fixed4 tex = tex2D(_MainTex, i.uvMain);
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fixed4 c = tex * _Color;
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metaIN.Albedo = c.rgb;
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metaIN.Emission = c.rgb * tex2D(_Illum, i.uvIllum).a;
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#if defined (UNITY_PASS_META)
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o.Emission *= _Emission.rrr;
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#endif
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return UnityMetaFragment(metaIN);
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}
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ENDCG
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}
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}
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Fallback "Legacy Shaders/VertexLit"
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CustomEditor "LegacyIlluminShaderGUI"
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}
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