avatar/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-Lightmapped.shader
2022-09-27 20:47:45 -07:00

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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
}
}
}