OvertakingLegend/Assets/Amazing Assets/Curved World/Shaders/Built-In/Fallback/Fallback-VertexLit.shader

380 lines
12 KiB
Plaintext

// Curved World <http://u3d.as/1W8h>
// Copyright (c) Amazing Assets <https://amazingassets.world>
Shader "Hidden/Amazing Assets/Curved World/Fallback/VertexLit"
{
Properties
{
[HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
_Color ("Color (RGB)", Color) = (1, 1, 1, 1)
_MainTex ("Base (RGB)", 2D) = "white" { }
[HideInInspector] _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
[HideInInspector][MaterialEnum(Front,2,Back,1,Both,0)] _Cull("Face Cull", Int) = 0
// Blending state
[HideInInspector] _Mode ("__mode", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
}
SubShader
{
LOD 80
Tags { "RenderType"="CurvedWorld_Opaque" }
Cull[_Cull]
Pass
{
Tags { "LIGHTMODE"="Vertex" "RenderType"="CurvedWorld_Opaque" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
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))
// ES2.0/WebGL can not do loops with non-constant-expression iteration counts :(
#if defined(SHADER_API_GLES)
#define LIGHT_LOOP_LIMIT 8
#else
#define LIGHT_LOOP_LIMIT unity_VertexLightParams.x
#endif
// Some ES3 drivers (e.g. older Adreno) have problems with the light loop
#if defined(SHADER_API_GLES3) && !defined(SHADER_API_DESKTOP) && (defined(SPOT) || defined(POINT))
#define LIGHT_LOOP_ATTRIBUTE UNITY_UNROLL
#else
#define LIGHT_LOOP_ATTRIBUTE
#endif
#define ENABLE_SPECULAR 1
// Compile specialized variants for when positional (point/spot) and spot lights are present
#pragma multi_compile __ POINT SPOT
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#include "../../Core/CurvedWorldTransform.cginc"
// Compute illumination from one light, given attenuation
half3 computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, half atten, inout half3 specColor)
{
half NdotL = max(dot(eyeNormal, dirToLight), 0.0);
// diffuse
half3 color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb;
return color * atten;
}
// Compute attenuation & illumination from one light
half3 computeOneLight(int idx, float3 eyePosition, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, inout half3 specColor)
{
float3 dirToLight = unity_LightPosition[idx].xyz;
half att = 1.0;
#if defined(POINT) || defined(SPOT)
dirToLight -= eyePosition * unity_LightPosition[idx].w;
// distance attenuation
float distSqr = dot(dirToLight, dirToLight);
att /= (1.0 + unity_LightAtten[idx].z * distSqr);
if (unity_LightPosition[idx].w != 0 && distSqr > unity_LightAtten[idx].w)
att = 0.0; // set to 0 if outside of range
distSqr = max(distSqr, 0.000001); // don't produce NaNs if some vertex position overlaps with the light
dirToLight *= rsqrt(distSqr);
#if defined(SPOT)
// spot angle attenuation
half rho = max(dot(dirToLight, unity_SpotDirection[idx].xyz), 0.0);
half spotAtt = (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y;
att *= saturate(spotAtt);
#endif
#endif
att *= 0.5; // passed in light colors are 2x brighter than what used to be in FFP
return min (computeLighting (idx, dirToLight, eyeNormal, viewDir, diffuseColor, shininess, att, specColor), 1.0);
}
// uniforms
int4 unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed by d3d9 vs loop instruction)
float4 _MainTex_ST;
// vertex shader input data
struct appdata
{
float4 pos : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float3 uv0 : TEXCOORD0;
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);
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
CURVEDWORLD_TRANSFORM_VERTEX(IN.pos)
#endif
half4 color = half4(0,0,0,1.1);
float3 eyePos = UnityObjectToViewPos(IN.pos).xyz;
half3 eyeNormal = normalize (mul ((float3x3)UNITY_MATRIX_IT_MV, IN.normal).xyz);
half3 viewDir = 0.0;
// lighting
half3 lcolor = half4(0,0,0,1).rgb + half4(1,1,1,1).rgb * glstate_lightmodel_ambient.rgb;
half3 specColor = 0.0;
half shininess = 0 * 128.0;
LIGHT_LOOP_ATTRIBUTE for (int il = 0; il < LIGHT_LOOP_LIMIT; ++il)
{
lcolor += computeOneLight(il, eyePos, eyeNormal, viewDir, half4(1,1,1,1), shininess, specColor);
}
color.rgb = lcolor.rgb;
color.a = half4(1,1,1,1).a;
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;
float _Cutoff;
fixed4 _Color;
// fragment shader
fixed4 frag (v2f IN) : SV_Target
{
fixed4 col;
fixed4 tex, tmp0, tmp1, tmp2;
// SetTexture #0
tex = tex2D (_MainTex, IN.uv0.xy) * _Color;
#if defined(_ALPHATEST_ON)
clip (tex.a - _Cutoff * 1.01);
#endif
col = tex * IN.color;
col *= 2;
// fog
#if USING_FOG
col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);
#endif
#if defined(_ALPHABLEND_ON)
col.a = tex.a;
#elif defined(_ALPHAPREMULTIPLY_ON)
col.rgb *= tex.a;
col.a = tex.a;
#else
UNITY_OPAQUE_ALPHA(col.a);
#endif
return col;
}
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
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#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
#include "../../Core/CurvedWorldTransform.cginc"
float4 _MainTex_ST;
struct appdata
{
float4 pos : POSITION;
float3 uv1 : TEXCOORD1;
float3 uv0 : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
#if USING_FOG
fixed fog : TEXCOORD2;
#endif
float4 pos : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata IN)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
CURVEDWORLD_TRANSFORM_VERTEX(IN.pos)
#endif
o.uv0 = IN.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
o.uv1 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
#if USING_FOG
float3 eyePos = UnityObjectToViewPos(IN.pos);
float fogCoord = length(eyePos.xyz);
UNITY_CALC_FOG_FACTOR_RAW(fogCoord);
o.fog = saturate(unityFogFactor);
#endif
o.pos = UnityObjectToClipPos(IN.pos);
return o;
}
sampler2D _MainTex;
float _Cutoff;
fixed4 _Color;
fixed4 frag(v2f IN) : SV_Target
{
fixed4 col;
fixed4 tex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.uv0.xy);
half3 bakedColor = DecodeLightmap(tex);
tex = tex2D(_MainTex, IN.uv1.xy) * _Color;
#if defined(_ALPHATEST_ON)
clip (tex.a - _Cutoff * 1.01);
#endif
col.rgb = tex.rgb * bakedColor;
col.a = tex.a;
#if USING_FOG
col.rgb = lerp(unity_FogColor.rgb, col.rgb, IN.fog);
#endif
#if defined(_ALPHABLEND_ON)
col.a = tex.a;
#elif defined(_ALPHAPREMULTIPLY_ON)
col.rgb *= tex.a;
col.a = tex.a;
#else
UNITY_OPAQUE_ALPHA(col.a);
#endif
return col;
}
ENDCG
}
Pass
{
Name "ShadowCaster"
Tags { "LIGHTMODE"="SHADOWCASTER" "SHADOWSUPPORT"="true" "RenderType"="CurvedWorld_Opaque" }
ZWrite On ZTest LEqual
CGPROGRAM
#include "HLSLSupport.cginc"
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#include "../../Core/Shadow.cginc"
ENDCG
}
}
CustomEditor "AmazingAssets.CurvedWorld.Editor.FallbackShaderGUI"
}