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