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JJBB/Assets/BuiltinAssets/Shader/DefaultResourcesExtra/Illumin-VertexLit.shader
2024-08-23 15:49:34 +08:00

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Shader "Legacy Shaders/Self-Illumin/VertexLit" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Spec Color", Color) = (1,1,1,1)
_Shininess ("Shininess", Range (0.1, 1)) = 0.7
_MainTex ("Base (RGB)", 2D) = "white" {}
_Illum ("Illumin (A)", 2D) = "white" {}
_Emission ("Emission (Lightmapper)", Float) = 1.0
}
SubShader {
LOD 100
Tags { "RenderType"="Opaque" }
Pass {
Name "BASE"
Tags {"LightMode" = "Vertex"}
Material {
Diffuse [_Color]
Shininess [_Shininess]
Specular [_SpecColor]
}
SeparateSpecular On
Lighting On
SetTexture [_Illum] {
constantColor [_Color]
combine constant lerp (texture) previous
}
SetTexture [_MainTex] {
constantColor (1,1,1,1)
Combine texture * previous, constant // UNITY_OPAQUE_ALPHA_FFP
}
}
// Extracts information for lightmapping, GI (emission, albedo, ...)
// This pass it not used during regular rendering.
Pass
{
Name "META"
Tags { "LightMode" = "Meta" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityMetaPass.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uvMain : TEXCOORD0;
float2 uvIllum : TEXCOORD1;
};
float4 _MainTex_ST;
float4 _Illum_ST;
v2f vert (appdata_full v)
{
v2f o;
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
o.uvMain = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uvIllum = TRANSFORM_TEX(v.texcoord, _Illum);
return o;
}
sampler2D _MainTex;
sampler2D _Illum;
fixed4 _Color;
fixed _Emission;
half4 frag (v2f i) : SV_Target
{
UnityMetaInput metaIN;
UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);
fixed4 tex = tex2D(_MainTex, i.uvMain);
fixed4 c = tex * _Color;
metaIN.Albedo = c.rgb;
metaIN.Emission = c.rgb * tex2D(_Illum, i.uvIllum).a;
#if defined (UNITY_PASS_META)
o.Emission *= _Emission.rrr;
#endif
return UnityMetaFragment(metaIN);
}
ENDCG
}
}
Fallback "Legacy Shaders/VertexLit"
CustomEditor "LegacyIlluminShaderGUI"
}