Shader "Legacy Shaders/Reflective/VertexLit" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5) _MainTex ("Base (RGB) RefStrength (A)", 2D) = "white" {} _Cube ("Reflection Cubemap", Cube) = "_Skybox" {} } Category { Tags { "RenderType"="Opaque" } LOD 150 SubShader { // First pass does reflection cubemap Pass { Name "BASE" Tags {"LightMode" = "Always"} CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_fog #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float3 I : TEXCOORD1; UNITY_FOG_COORDS(2) }; uniform float4 _MainTex_ST; v2f vert(appdata_tan v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); // calculate world space reflection vector float3 viewDir = WorldSpaceViewDir( v.vertex ); float3 worldN = UnityObjectToWorldNormal( v.normal ); o.I = reflect( -viewDir, worldN ); UNITY_TRANSFER_FOG(o,o.pos); return o; } uniform sampler2D _MainTex; uniform samplerCUBE _Cube; uniform fixed4 _ReflectColor; fixed4 frag (v2f i) : SV_Target { fixed4 texcol = tex2D (_MainTex, i.uv); fixed4 reflcol = texCUBE( _Cube, i.I ); reflcol *= texcol.a; fixed4 col = reflcol * _ReflectColor; UNITY_APPLY_FOG(i.fogCoord, col); UNITY_OPAQUE_ALPHA(col.a); return col; } ENDCG } // Vertex Lit, emulated in shaders (4 lights max, no specular) Pass { Tags { "LightMode" = "Vertex" } Blend One One ZWrite Off Lighting On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_fog #include "UnityCG.cginc" struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) fixed4 diff : COLOR0; float4 pos : SV_POSITION; }; uniform float4 _MainTex_ST; uniform float4 _Color; uniform fixed4 _ReflectColor; v2f vert (appdata_base v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); float4 lighting = float4(ShadeVertexLightsFull(v.vertex, v.normal, 4, true),_ReflectColor.w); o.diff = lighting * _Color; UNITY_TRANSFER_FOG(o,o.pos); return o; } uniform sampler2D _MainTex; fixed4 frag (v2f i) : SV_Target { fixed4 temp = tex2D (_MainTex, i.uv); fixed4 c; c.xyz = temp.xyz * i.diff.xyz; c.w = temp.w * i.diff.w; UNITY_APPLY_FOG_COLOR(i.fogCoord, c, fixed4(0,0,0,0)); // fog towards black due to our blend mode UNITY_OPAQUE_ALPHA(c.a); return c; } ENDCG } // Lightmapped Pass { Tags { "LightMode" = "VertexLM" } Blend One One ZWrite Off ColorMask RGB CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_fog #include "UnityCG.cginc" struct v2f { half2 uv : TEXCOORD0; half2 uv2 : TEXCOORD1; UNITY_FOG_COORDS(2) float4 pos : SV_POSITION; }; uniform float4 _MainTex_ST; uniform float4x4 unity_LightmapMatrix; v2f vert (float4 vertex : POSITION, float2 uv : TEXCOORD0, float2 uv2: TEXCOORD1) { v2f o; o.pos = UnityObjectToClipPos(vertex); o.uv = TRANSFORM_TEX(uv,_MainTex); o.uv2 = mul(unity_LightmapMatrix, float4(uv2,0,1)).xy; UNITY_TRANSFER_FOG(o,o.pos); return o; } uniform sampler2D _MainTex; uniform fixed4 _Color; fixed4 frag (v2f i) : SV_Target { fixed4 lm = UNITY_SAMPLE_TEX2D (unity_Lightmap, i.uv2) * _Color; fixed4 c = tex2D (_MainTex, i.uv); c.rgb *= lm.rgb * 2; UNITY_APPLY_FOG_COLOR(i.fogCoord, c, fixed4(0,0,0,0)); // fog towards black due to our blend mode UNITY_OPAQUE_ALPHA(c.a); return c; } ENDCG } // Lightmapped, encoded as RGBM Pass { Tags { "LightMode" = "VertexLMRGBM" } Blend One One ZWrite Off ColorMask RGB CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_fog #include "UnityCG.cginc" struct v2f { half2 uv : TEXCOORD0; half2 uv2 : TEXCOORD1; UNITY_FOG_COORDS(2) float4 pos : SV_POSITION; }; uniform float4 _MainTex_ST; uniform float4x4 unity_LightmapMatrix; v2f vert (float4 vertex : POSITION, float2 uv : TEXCOORD0, float2 uv2: TEXCOORD1) { v2f o; o.pos = UnityObjectToClipPos(vertex); o.uv = TRANSFORM_TEX(uv,_MainTex); o.uv2 = mul(unity_LightmapMatrix, float4(uv2,0,1)).xy; UNITY_TRANSFER_FOG(o,o.pos); return o; } uniform sampler2D _MainTex; uniform fixed4 _Color; fixed4 frag (v2f i) : SV_Target { fixed4 lm = UNITY_SAMPLE_TEX2D (unity_Lightmap, i.uv2); lm *= lm.a * 2; lm *= _Color; fixed4 c = tex2D (_MainTex, i.uv); c.rgb *= lm.rgb * 4; UNITY_APPLY_FOG_COLOR(i.fogCoord, c, fixed4(0,0,0,0)); // fog towards black due to our blend mode UNITY_OPAQUE_ALPHA(c.a); return c; } ENDCG } } } FallBack "Legacy Shaders/VertexLit" }