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Diffstat (limited to 'VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-Diffuse.shader')
-rw-r--r--VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-Diffuse.shader41
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diff --git a/VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-Diffuse.shader b/VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-Diffuse.shader
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index 00000000..0756948b
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+++ b/VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-Diffuse.shader
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+// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
+
+// Simplified Diffuse shader. Differences from regular Diffuse one:
+// - no Main Color
+// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
+
+Shader "VRChat/Mobile/Diffuse"
+{
+ Properties
+ {
+ _MainTex ("Base (RGB)", 2D) = "white" {}
+ }
+
+ SubShader
+ {
+ Tags { "RenderType"="Opaque" }
+ LOD 150
+
+ CGPROGRAM
+ #pragma target 3.0
+ #pragma surface surf Lambert exclude_path:prepass exclude_path:deferred noforwardadd noshadow nodynlightmap nolppv noshadowmask
+
+ UNITY_DECLARE_TEX2D(_MainTex);
+
+ 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;
+ }
+ ENDCG
+ }
+
+ FallBack "Diffuse"
+}