66 lines
1.9 KiB
Plaintext
66 lines
1.9 KiB
Plaintext
// Curved World <http://u3d.as/1W8h>
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// Copyright (c) Amazing Assets <https://amazingassets.world>
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// Simplified Diffuse shader. Differences from regular Diffuse one:
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// - no Main Color
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// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
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Shader "Amazing Assets/Curved World/Mobile/Diffuse"
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{
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Properties
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{
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[HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
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_MainTex ("Base (RGB)", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="CurvedWorld_Opaque" }
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LOD 150
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CGPROGRAM
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#pragma surface surf Lambert noforwardadd vertex:vert addshadow
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#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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#define CURVEDWORLD_BEND_ID_1
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#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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#include "../../Core/CurvedWorldTransform.cginc"
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sampler2D _MainTex;
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void vert (inout appdata_full v)
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{
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#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
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#ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent)
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#else
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CURVEDWORLD_TRANSFORM_VERTEX(v.vertex)
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#endif
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#endif
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}
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struct Input
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{
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float2 uv_MainTex;
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};
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void surf (Input IN, inout SurfaceOutput o)
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{
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
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o.Albedo = c.rgb;
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o.Alpha = c.a;
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}
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ENDCG
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}
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FallBack "Hidden/Amazing Assets/Curved World/Fallback/VertexLit"
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CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI"
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}
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