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Shader "Bakery/Simple Vertex Lightmapped"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float3 color : TEXCOORD2;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float3 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
// Decode baked HDR vertex color (RGBM)
o.color = v.color.rgb * v.color.a * 8.0;
o.color *= o.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float4 color = tex2D(_MainTex, i.uv);
color.rgb *= _Color;
// Apply vertex lightmap
color.rgb *= i.color;
UNITY_APPLY_FOG(i.fogCoord, color);
return color;
}
ENDCG
}
Pass
{
Name "META"
Tags {"LightMode"="Meta"}
Cull Off
CGPROGRAM
#include"UnityStandardMeta.cginc"
float4 frag_meta2 (v2f_meta i): SV_Target
{
UnityMetaInput o;
UNITY_INITIALIZE_OUTPUT(UnityMetaInput, o);
o.Albedo = tex2D(_MainTex, i.uv) * _Color;
return UnityMetaFragment(o);
}
#pragma vertex vert_meta
#pragma fragment frag_meta2
ENDCG
}
}
}
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