Created
April 27, 2015 09:13
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Lightmapped unlit shader for Unity 5.
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Shader "Custom/Lightmapped Unlit" | |
{ | |
Properties | |
{ | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
} | |
CGINCLUDE | |
#include "UnityCG.cginc" | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
struct appdata_t | |
{ | |
float4 position : POSITION; | |
float2 texcoord0 : TEXCOORD0; | |
float2 texcoord1 : TEXCOORD1; | |
}; | |
struct v2f | |
{ | |
float4 position : SV_POSITION; | |
float2 texcoord0 : TEXCOORD0; | |
float2 texcoord1 : TEXCOORD1; | |
UNITY_FOG_COORDS(2) | |
}; | |
v2f vert(appdata_t v) | |
{ | |
v2f o; | |
o.position = mul(UNITY_MATRIX_MVP, v.position); | |
o.texcoord0 = TRANSFORM_TEX(v.texcoord0, _MainTex); | |
o.texcoord1 = v.texcoord1 * unity_LightmapST.xy + unity_LightmapST.zw; | |
UNITY_TRANSFER_FOG(o, o.position); | |
return o; | |
} | |
fixed4 frag_ldr(v2f i) : SV_Target | |
{ | |
fixed4 lm = UNITY_SAMPLE_TEX2D(unity_Lightmap, i.texcoord1); | |
fixed4 col = tex2D(_MainTex, i.texcoord0) * lm * 2.0; | |
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, (fixed4)0); | |
return col; | |
} | |
fixed4 frag_rgbm(v2f i) : SV_Target | |
{ | |
half4 lm = UNITY_SAMPLE_TEX2D(unity_Lightmap, i.texcoord1); | |
fixed4 col = tex2D(_MainTex, i.texcoord0) * lm * lm.a * 8; | |
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, (fixed4)0); | |
return col; | |
} | |
ENDCG | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
Pass | |
{ | |
Tags { "LightMode" = "VertexLM" } | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag_ldr | |
#pragma multi_compile_fog | |
ENDCG | |
} | |
Pass | |
{ | |
Tags { "LightMode" = "VertexLMRGBM" } | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag_rgbm | |
#pragma multi_compile_fog | |
ENDCG | |
} | |
} | |
} |
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