diff options
Diffstat (limited to 'VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-Lightmapped.shader')
-rw-r--r-- | VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-Lightmapped.shader | 121 |
1 files changed, 121 insertions, 0 deletions
diff --git a/VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-Lightmapped.shader b/VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-Lightmapped.shader new file mode 100644 index 00000000..2b03d6c0 --- /dev/null +++ b/VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-Lightmapped.shader @@ -0,0 +1,121 @@ +// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) + +// Unlit shader. Simplest possible textured shader. +// - SUPPORTS lightmap +// - no lighting +// - no per-material color + +Shader "VRChat/Mobile/Lightmapped" +{ + Properties + { + _MainTex ("Base (RGB)", 2D) = "white" {} + } + + SubShader + { + Tags { "RenderType"="Opaque" } + LOD 100 + + // Non-lightmapped + Pass + { + Tags { "LightMode" = "Vertex" } + Lighting Off + SetTexture [_MainTex] + { + constantColor (1,1,1,1) + combine texture, constant // UNITY_OPAQUE_ALPHA_FFP + } + } + + // Lightmapped + Pass + { + Tags{ "LIGHTMODE" = "VertexLM" "RenderType" = "Opaque" } + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + #include "UnityCG.cginc" + #pragma multi_compile_fog + #define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)) + + // uniforms + float4 _MainTex_ST; + + // vertex shader input data + struct appdata + { + float3 pos : POSITION; + float3 uv1 : TEXCOORD1; + float3 uv0 : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + // vertex-to-fragment interpolators + struct v2f + { + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; +#if USING_FOG + fixed fog : TEXCOORD2; +#endif + float4 pos : SV_POSITION; + UNITY_VERTEX_OUTPUT_STEREO + }; + + // vertex shader + v2f vert(appdata IN) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + // compute texture coordinates + o.uv0 = IN.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.uv1 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw; + + // fog +#if USING_FOG + float3 eyePos = UnityObjectToViewPos(float4(IN.pos, 1)); + float fogCoord = length(eyePos.xyz); // radial fog distance + UNITY_CALC_FOG_FACTOR_RAW(fogCoord); + o.fog = saturate(unityFogFactor); +#endif + + // transform position + o.pos = UnityObjectToClipPos(IN.pos); + return o; + } + + // textures + sampler2D _MainTex; + + // fragment shader + fixed4 frag(v2f IN) : SV_Target + { + fixed4 col, tex; + + // Fetch lightmap + half4 bakedColorTex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.uv0.xy); + col.rgb = DecodeLightmap(bakedColorTex); + + // Fetch color texture + tex = tex2D(_MainTex, IN.uv1.xy); + col.rgb = tex.rgb * col.rgb; + col.a = 1; + + // fog +#if USING_FOG + col.rgb = lerp(unity_FogColor.rgb, col.rgb, IN.fog); +#endif + return col; + } + + ENDCG + } + } +} |