// Curved World // Copyright (c) Amazing Assets // Unlit shader. Simplest possible textured shader. // - SUPPORTS lightmap // - no lighting // - no per-material color Shader "Amazing Assets/Curved World/Mobile/Unlit (Supports Lightmap)" { Properties { [HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) _MainTex ("Base (RGB)", 2D) = "white" { } } SubShader { LOD 100 Tags { "RenderType"="CurvedWorld_Opaque" } Pass { Tags { "LIGHTMODE"="Vertex" "RenderType"="CurvedWorld_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)) #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON #include "../../Core/CurvedWorldTransform.cginc" // uniforms float4 _MainTex_ST; // vertex shader input data struct appdata { float3 pos : POSITION; float3 uv0 : TEXCOORD0; #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON float3 normal : NORMAL; float4 tangent : TANGENT; #endif UNITY_VERTEX_INPUT_INSTANCE_ID }; // vertex-to-fragment interpolators struct v2f { fixed4 color : COLOR0; float2 uv0 : TEXCOORD0; #if USING_FOG fixed fog : TEXCOORD1; #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); float4 vertexPos = float4(IN.pos.xyz, 1); #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(vertexPos, IN.normal, IN.tangent) #else CURVEDWORLD_TRANSFORM_VERTEX(vertexPos) #endif #endif IN.pos.xyz = vertexPos.xyz; half4 color = half4(0,0,0,1.1); float3 eyePos = UnityObjectToViewPos(IN.pos);//mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz; half3 viewDir = 0.0; o.color = saturate(color); // compute texture coordinates o.uv0 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw; // fog #if USING_FOG 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; fixed4 tex, tmp0, tmp1, tmp2; // SetTexture #0 tex = tex2D (_MainTex, IN.uv0.xy); col.rgb = tex; col.a = fixed4(1,1,1,1).a; // fog #if USING_FOG col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog); #endif return col; } // texenvs //! TexEnv0: 01010000 01060004 [_MainTex] [ffffffff] ENDCG } Pass { Tags { "LIGHTMODE"="VertexLM" "RenderType"="CurvedWorld_Opaque" } CGPROGRAM #include "HLSLSupport.cginc" #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #define UNITY_INSTANCED_RENDERER_BOUNDS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" #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)) #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON #include "../../Core/CurvedWorldTransform.cginc" // uniforms float4 _MainTex_ST; // vertex shader input data struct appdata { float3 pos : POSITION; float3 uv1 : TEXCOORD1; float3 uv0 : TEXCOORD0; #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON float3 normal : NORMAL; float4 tangent : TANGENT; #endif 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); float4 vertexPos = float4(IN.pos.xyz, 1); #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(vertexPos, IN.normal, IN.tangent) #else CURVEDWORLD_TRANSFORM_VERTEX(vertexPos) #endif #endif IN.pos.xyz = vertexPos.xyz; // 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 } //Pass } //SubShader CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI" }