131 lines
2.7 KiB
GLSL
131 lines
2.7 KiB
GLSL
Shader "Legacy Shaders/Transparent/Cutout/VertexLit" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_SpecColor ("Spec Color", Color) = (1,1,1,0)
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_Emission ("Emissive Color", Color) = (0,0,0,0)
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_Shininess ("Shininess", Range (0.1, 1)) = 0.7
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_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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}
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SubShader {
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Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
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LOD 100
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// Non-lightmapped
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Pass {
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Tags { "LightMode" = "Vertex" }
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Alphatest Greater [_Cutoff]
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AlphaToMask True
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ColorMask RGB
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Material {
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Diffuse [_Color]
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Ambient [_Color]
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Shininess [_Shininess]
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Specular [_SpecColor]
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Emission [_Emission]
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}
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Lighting On
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SeparateSpecular On
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SetTexture [_MainTex] {
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Combine texture * primary DOUBLE, texture * primary
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}
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}
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// Lightmapped, encoded as dLDR
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Pass {
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Tags { "LightMode" = "VertexLM" }
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Alphatest Greater [_Cutoff]
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AlphaToMask True
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ColorMask RGB
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BindChannels {
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Bind "Vertex", vertex
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Bind "normal", normal
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Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
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Bind "texcoord", texcoord1 // main uses 1st uv
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}
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SetTexture [unity_Lightmap] {
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matrix [unity_LightmapMatrix]
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constantColor [_Color]
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combine texture * constant
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}
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SetTexture [_MainTex] {
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combine texture * previous DOUBLE, texture * primary
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}
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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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Alphatest Greater [_Cutoff]
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AlphaToMask True
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ColorMask RGB
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BindChannels {
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Bind "Vertex", vertex
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Bind "normal", normal
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Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
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Bind "texcoord1", texcoord1 // unused
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Bind "texcoord", texcoord2 // main uses 1st uv
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}
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SetTexture [unity_Lightmap] {
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matrix [unity_LightmapMatrix]
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combine texture * texture alpha DOUBLE
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}
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SetTexture [unity_Lightmap] {
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constantColor [_Color]
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combine previous * constant
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}
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SetTexture [_MainTex] {
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combine texture * previous QUAD, texture * primary
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}
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}
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// Pass to render object as a shadow caster
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Pass {
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Name "Caster"
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Tags { "LightMode" = "ShadowCaster" }
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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_shadowcaster
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#include "UnityCG.cginc"
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struct v2f {
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V2F_SHADOW_CASTER;
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float2 uv : TEXCOORD1;
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};
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uniform float4 _MainTex_ST;
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v2f vert( appdata_base v )
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{
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v2f o;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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uniform sampler2D _MainTex;
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uniform fixed _Cutoff;
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uniform fixed4 _Color;
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float4 frag( v2f i ) : SV_Target
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{
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fixed4 texcol = tex2D( _MainTex, i.uv );
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clip( texcol.a*_Color.a - _Cutoff );
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SHADOW_CASTER_FRAGMENT(i)
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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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