// Simplified VertexLit shader. Differences from regular VertexLit one: // - no per-material color // - no specular // - no emission Shader "Mobile/VertexLit" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 80 // Non-lightmapped Pass { Tags { "LightMode" = "Vertex" } Material { Diffuse (1,1,1,1) Ambient (1,1,1,1) } Lighting 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] combine texture } 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 "texcoord", texcoord1 // main uses 1st uv } SetTexture [unity_Lightmap] { matrix [unity_LightmapMatrix] combine texture * texture alpha DOUBLE } 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" } ZWrite On ZTest LEqual Cull Off 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 } } }