// Author:Blastom // 这个Shader只用于Non-Directional烘培的物体,动态物体使用光照会不正常 // 支持GLES 2.0,包括Shader Level 2.0的机器;T4MBase // 特别减少Vert传输到Frag的参数数目,因此无法使用surface。 // 升级Unity版本如果有算法改变,需要特殊处理。 Shader "Zhanyou/Scene/T2M 2 Textures" { Properties { _Splat0 ("Layer 1", 2D) = "white" {} _Splat1 ("Layer 2", 2D) = "white" {} [NoScaleOffset]_Control ("Control (RGBA)", 2D) = "white" {} _Emission("Emission", Float) = 1.0 } CGINCLUDE #include "T2MBase.cginc" ENDCG SubShader { Tags { // 最后绘制,以最大限度剔除高消耗像素 "Queue"="AlphaTest+1" "SplatCount" = "2" "RenderType" = "Opaque" } // Forward Base Pass { Name "FORWARD" Tags { "LightMode" = "ForwardBase" } CGPROGRAM #define UNITY_PASS_FORWARDBASE #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma vertex vert_Base #pragma fragment frag #pragma multi_compile __ PLAYER_HALO_ON fixed4 frag(v2f_Base i) : SV_TARGET { COLOR_FRAG; // 世界法线 fixed3 worldNormal = fixed3(i.tSpace0.z, i.tSpace1.z, i.tSpace2.z); GET_UNITY_GI_COLOR; // 自发光功能 c.rgb = giColor + c.rgb * _Emission; #if PLAYER_HALO_ON c.rgb += _DirectionalLightColor * LightColorFromWorld(worldPos); #endif UNITY_APPLY_FOG(i.fogCoord, c); UNITY_OPAQUE_ALPHA(c.a); return c; } ENDCG } // Forward Add // 注:实际光照贴图只通过meta通道实现,Forward Add仅用于编辑器无光照贴图时预览 // 简单处理,Forward Add也使用顶点计算光照和视野方向,真实光照参数 // 该通道可以省去镜面高光等所需参数,因此按常规算法做 Pass { Name "FORWARD_ADD" Tags { "LightMode" = "ForwardAdd" } ZWrite Off Blend One One CGPROGRAM #define UNITY_PASS_FORWARDADD #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc" #include "Gles2Helper.cginc" #pragma multi_compile_fwdadd #pragma multi_compile_fog #pragma skip_variants INSTANCING_ON #pragma vertex vert_Add #pragma fragment frag fixed4 frag(v2f_Add i) : SV_TARGET { #ifdef LIGHTMAP_ON fixed4 c = fixed4(0.0, 0.0, 0.0, 0.0); #else COLOR_FRAG; UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos); half NtoL = max(0.0, i.lightDir.z); c.rgb = c.rgb * atten * _LightColor0.rgb * NtoL; #endif UNITY_APPLY_FOG(i.fogCoord, c); UNITY_OPAQUE_ALPHA(c.a); return c; } ENDCG } // Meta Pass { Name "Meta" Tags { "LightMode" = "Meta" } Cull Off CGPROGRAM #define UNITY_PASS_META #include "UnityCG.cginc" #include "UnityMetaPass.cginc" #pragma vertex vert #pragma fragment frag #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma skip_variants INSTANCING_ON struct v2f { float4 pos : SV_POSITION; float4 uv : TEXCOORD0; }; v2f vert(appdata_full v) { v2f o; UNITY_INITIALIZE_OUTPUT(v2f, o); o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; return o; } fixed4 frag(v2f i) : SV_TARGET { COLOR_FRAG; UnityMetaInput metaIN; UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN); metaIN.Albedo = c.rgb; metaIN.Emission = c.rgb * _Emission; return UnityMetaFragment(metaIN); } ENDCG } } Fallback "Diffuse" }