// 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 } } }