OvertakingLegend/Assets/Amazing Assets/Curved World/Shaders/Built-In/Mobile/Mobile-Lightmap-Unlit.shader

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// Curved World <http://u3d.as/1W8h>
// Copyright (c) Amazing Assets <https://amazingassets.world>
// 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"
}