126 lines
2.8 KiB
Plaintext
126 lines
2.8 KiB
Plaintext
// Simplified VertexLit shader, optimized for high-poly meshes. Differences from regular VertexLit one:
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// - less per-vertex work compared with Mobile-VertexLit
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// - supports only DIRECTIONAL lights and ambient term, saves some vertex processing power
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// - no per-material color
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// - no specular
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// - no emission
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Shader "Mobile/VertexLit (Only Directional Lights)" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 80
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Pass {
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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CGPROGRAM
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#pragma vertex vert_surf
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#pragma fragment frag_surf
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#pragma target 2.0
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#include "HLSLSupport.cginc"
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "AutoLight.cginc"
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inline float3 LightingLambertVS (float3 normal, float3 lightDir)
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{
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fixed diff = max (0, dot (normal, lightDir));
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return _LightColor0.rgb * diff;
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}
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sampler2D _MainTex;
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struct Input {
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float2 uv_MainTex;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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half4 c = tex2D (_MainTex, IN.uv_MainTex);
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o.Albedo = c.rgb;
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o.Alpha = c.a;
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}
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struct v2f_surf {
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float4 pos : SV_POSITION;
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float2 pack0 : TEXCOORD0;
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#ifdef LIGHTMAP_OFF
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fixed3 normal : TEXCOORD1;
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#endif
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#ifndef LIGHTMAP_OFF
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float2 lmap : TEXCOORD2;
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#endif
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#ifdef LIGHTMAP_OFF
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fixed3 vlight : TEXCOORD2;
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#endif
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LIGHTING_COORDS(3,4)
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UNITY_FOG_COORDS(5)
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};
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float4 _MainTex_ST;
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v2f_surf vert_surf (appdata_full v)
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{
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v2f_surf o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
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#ifndef LIGHTMAP_OFF
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o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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#endif
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float3 worldN = UnityObjectToWorldNormal(v.normal);
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#ifdef LIGHTMAP_OFF
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o.normal = worldN;
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#endif
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#ifdef LIGHTMAP_OFF
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o.vlight = ShadeSH9 (float4(worldN,1.0));
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o.vlight += LightingLambertVS (worldN, _WorldSpaceLightPos0.xyz);
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#endif // LIGHTMAP_OFF
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TRANSFER_VERTEX_TO_FRAGMENT(o);
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UNITY_TRANSFER_FOG(o,o.pos);
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return o;
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}
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fixed4 frag_surf (v2f_surf IN) : SV_Target
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{
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Input surfIN;
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surfIN.uv_MainTex = IN.pack0.xy;
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SurfaceOutput o;
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o.Albedo = 0.0;
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o.Emission = 0.0;
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o.Specular = 0.0;
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o.Alpha = 0.0;
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o.Gloss = 0.0;
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#ifdef LIGHTMAP_OFF
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o.Normal = IN.normal;
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#else
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o.Normal = 0;
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#endif
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surf (surfIN, o);
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fixed atten = LIGHT_ATTENUATION(IN);
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fixed4 c = 0;
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#ifdef LIGHTMAP_OFF
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c.rgb = o.Albedo * IN.vlight * atten;
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#endif // LIGHTMAP_OFF
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#ifndef LIGHTMAP_OFF
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fixed3 lm = DecodeLightmap (UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy));
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#ifdef SHADOWS_SCREEN
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c.rgb += o.Albedo * min(lm, atten*2);
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#else
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c.rgb += o.Albedo * lm;
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#endif
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c.a = o.Alpha;
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#endif // !LIGHTMAP_OFF
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UNITY_APPLY_FOG(IN.fogCoord, c);
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UNITY_OPAQUE_ALPHA(c.a);
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return c;
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}
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ENDCG
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}
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}
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FallBack "Mobile/VertexLit"
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}
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