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Diffstat (limited to 'VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-Lightmapped.shader')
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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
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+++ b/VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-Lightmapped.shader
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+// 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
+ }
+ }
+}