diff options
Diffstat (limited to 'VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-BumpedDiffuse.shader')
-rw-r--r-- | VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-BumpedDiffuse.shader | 45 |
1 files changed, 45 insertions, 0 deletions
diff --git a/VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-BumpedDiffuse.shader b/VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-BumpedDiffuse.shader new file mode 100644 index 00000000..e609a4ca --- /dev/null +++ b/VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-BumpedDiffuse.shader @@ -0,0 +1,45 @@ +// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) + +// Simplified Bumped shader. Differences from regular Bumped one: +// - no Main Color +// - Normalmap uses Tiling/Offset of the Base texture +// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. + +Shader "VRChat/Mobile/Bumped Diffuse" +{ + Properties + { + _MainTex ("Base (RGB)", 2D) = "white" {} + [NoScaleOffset] _BumpMap ("Normalmap", 2D) = "bump" {} + } + + SubShader + { + Tags { "RenderType"="Opaque" } + LOD 250 + + CGPROGRAM + #pragma target 3.0 + #pragma surface surf Lambert exclude_path:prepass exclude_path:deferred noforwardadd noshadow nodynlightmap nolppv noshadowmask + + UNITY_DECLARE_TEX2D(_MainTex); + UNITY_DECLARE_TEX2D(_BumpMap); + + struct Input + { + float2 uv_MainTex; + float4 color : COLOR; + }; + + void surf (Input IN, inout SurfaceOutput o) + { + fixed4 c = UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex); + o.Albedo = c.rgb * IN.color; + o.Alpha = 1.0f; + o.Normal = UnpackNormal(UNITY_SAMPLE_TEX2D(_BumpMap, IN.uv_MainTex)); + } + ENDCG + } + + Fallback "VRChat/Mobile/Diffuse" +} |