54 lines
1.6 KiB
Plaintext
54 lines
1.6 KiB
Plaintext
// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
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Shader "Video/RealtimeEmissiveGamma" {
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Properties {
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_MainTex ("Emissive (RGB)", 2D) = "white" {}
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_Emission ("Emission Scale", Float) = 1
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[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 200
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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#pragma shader_feature _EMISSION
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#pragma multi_compile APPLY_GAMMA_OFF APPLY_GAMMA
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fixed _Emission;
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sampler2D _MainTex;
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struct Input {
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float2 uv_MainTex;
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};
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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void surf (Input IN, inout SurfaceOutputStandard o) {
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// emissive comes from texture
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fixed4 e = tex2D (_MainTex, IN.uv_MainTex);
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o.Albedo = fixed4(0,0,0,0);
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o.Alpha = e.a;
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#if APPLY_GAMMA
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e.rgb = pow(e.rgb,2.2);
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#endif
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o.Emission = e * _Emission;
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o.Metallic = 0;
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o.Smoothness = 0;
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}
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ENDCG
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}
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FallBack "Diffuse"
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CustomEditor "RealtimeEmissiveGammaGUI"
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}
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