//Shader "Hidden/Amazing Assets/Curved World/Nature/Terrain/#BEND_NAME_SMALL# #ID#/Details/WavingDoublePass" Shader "Hidden/TerrainEngine/Details/WavingDoublePass" { Properties { _WavingTint ("Fade Color", Color) = (0.700000,0.600000,0.500000,0.000000) _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" { } _WaveAndDistance ("Wave and distance", Vector) = (12.000000,3.600000,1.000000,1.000000) _Cutoff ("Cutoff", Float) = 0.500000 } SubShader { LOD 200 Tags { "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "RenderType"="CurvedWorld_Grass" "DisableBatching"="true" } Pass { Name "FORWARD" Tags { "LIGHTMODE"="FORWARDBASE" "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "SHADOWSUPPORT"="true" "RenderType"="CurvedWorld_Grass" "DisableBatching"="true" } Cull Off ColorMask RGB CGPROGRAM // compile directives #pragma vertex vert_surf #pragma fragment frag_surf #pragma multi_compile_instancing #pragma multi_compile_fog #pragma multi_compile_fwdbase #include "HLSLSupport.cginc" #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal #include "TerrainEngine.cginc" #define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG# #define CURVEDWORLD_BEND_ID_#ID# //#define CURVEDWORLD_NORMAL_TRANSFORMATION_ON #include "../../../../Core/CurvedWorldTransform.cginc" sampler2D _MainTex; fixed _Cutoff; struct Input { float2 uv_MainTex; fixed4 color : COLOR; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color; o.Albedo = c.rgb; o.Alpha = c.a; clip (o.Alpha - _Cutoff); o.Alpha *= IN.color.a; } // vertex-to-fragment interpolation data // no lightmaps: #ifndef LIGHTMAP_ON // half-precision fragment shader registers: #ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS #define FOG_COMBINED_WITH_WORLD_POS struct v2f_surf { UNITY_POSITION(pos); float2 pack0 : TEXCOORD0; // _MainTex float3 worldNormal : TEXCOORD1; float4 worldPos : TEXCOORD2; fixed4 color : COLOR0; #if UNITY_SHOULD_SAMPLE_SH half3 sh : TEXCOORD3; // SH #endif UNITY_LIGHTING_COORDS(4,5) #if SHADER_TARGET >= 30 float4 lmap : TEXCOORD6; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif // high-precision fragment shader registers: #ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS struct v2f_surf { UNITY_POSITION(pos); float2 pack0 : TEXCOORD0; // _MainTex float3 worldNormal : TEXCOORD1; float3 worldPos : TEXCOORD2; fixed4 color : COLOR0; #if UNITY_SHOULD_SAMPLE_SH half3 sh : TEXCOORD3; // SH #endif UNITY_FOG_COORDS(4) UNITY_SHADOW_COORDS(5) #if SHADER_TARGET >= 30 float4 lmap : TEXCOORD6; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif #endif // with lightmaps: #ifdef LIGHTMAP_ON // half-precision fragment shader registers: #ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS #define FOG_COMBINED_WITH_WORLD_POS struct v2f_surf { UNITY_POSITION(pos); float2 pack0 : TEXCOORD0; // _MainTex float3 worldNormal : TEXCOORD1; float4 worldPos : TEXCOORD2; fixed4 color : COLOR0; float4 lmap : TEXCOORD3; UNITY_LIGHTING_COORDS(4,5) UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif // high-precision fragment shader registers: #ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS struct v2f_surf { UNITY_POSITION(pos); float2 pack0 : TEXCOORD0; // _MainTex float3 worldNormal : TEXCOORD1; float3 worldPos : TEXCOORD2; fixed4 color : COLOR0; float4 lmap : TEXCOORD3; UNITY_FOG_COORDS(4) UNITY_SHADOW_COORDS(5) #ifdef DIRLIGHTMAP_COMBINED float3 tSpace0 : TEXCOORD6; float3 tSpace1 : TEXCOORD7; float3 tSpace2 : TEXCOORD8; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif #endif float4 _MainTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); WavingGrassVert (v); #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) #else CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) #endif #endif o.pos = UnityObjectToClipPos(v.vertex); o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; #endif #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); #endif o.worldPos.xyz = worldPos; o.worldNormal = worldNormal; o.color = v.color; #ifdef DYNAMICLIGHTMAP_ON o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif #ifdef LIGHTMAP_ON o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif // SH/ambient and vertex lights #ifndef LIGHTMAP_ON #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL o.sh = 0; // Approximated illumination from non-important point lights #ifdef VERTEXLIGHT_ON o.sh += Shade4PointLights ( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, unity_4LightAtten0, worldPos, worldNormal); #endif o.sh = ShadeSHPerVertex (worldNormal, o.sh); #endif #endif // !LIGHTMAP_ON UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader #ifdef FOG_COMBINED_WITH_TSPACE UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader #else UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader #endif return o; } // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); // prepare and unpack data Input surfIN; #ifdef FOG_COMBINED_WITH_TSPACE UNITY_EXTRACT_FOG_FROM_TSPACE(IN); #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); #else UNITY_EXTRACT_FOG(IN); #endif UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_MainTex.x = 1.0; surfIN.color.x = 1.0; surfIN.uv_MainTex = IN.pack0.xy; float3 worldPos = IN.worldPos.xyz; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif surfIN.color = IN.color; #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = IN.worldNormal; normalWorldVertex = IN.worldNormal; // call surface function surf (surfIN, o); // compute lighting & shadowing factor UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) fixed4 c = 0; // Setup lighting environment UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; gi.light.color = _LightColor0.rgb; gi.light.dir = lightDir; // Call GI (lightmaps/SH/reflections) lighting function UnityGIInput giInput; UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); giInput.light = gi.light; giInput.worldPos = worldPos; giInput.atten = atten; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) giInput.lightmapUV = IN.lmap; #else giInput.lightmapUV = 0.0; #endif #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL giInput.ambient = IN.sh; #else giInput.ambient.rgb = 0.0; #endif giInput.probeHDR[0] = unity_SpecCube0_HDR; giInput.probeHDR[1] = unity_SpecCube1_HDR; #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending #endif #ifdef UNITY_SPECCUBE_BOX_PROJECTION giInput.boxMax[0] = unity_SpecCube0_BoxMax; giInput.probePosition[0] = unity_SpecCube0_ProbePosition; giInput.boxMax[1] = unity_SpecCube1_BoxMax; giInput.boxMin[1] = unity_SpecCube1_BoxMin; giInput.probePosition[1] = unity_SpecCube1_ProbePosition; #endif LightingLambert_GI(o, giInput, gi); // realtime lighting: call lighting function c += LightingLambert (o, gi); UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog UNITY_OPAQUE_ALPHA(c.a); return c; } ENDCG } Pass { Name "FORWARD" Tags { "LIGHTMODE"="FORWARDADD" "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "SHADOWSUPPORT"="true" "RenderType"="CurvedWorld_Grass" "DisableBatching"="true" } ZWrite Off Cull Off Blend One One ColorMask RGB CGPROGRAM // compile directives #pragma vertex vert_surf #pragma fragment frag_surf #pragma multi_compile_instancing #pragma multi_compile_fog #pragma skip_variants INSTANCING_ON #pragma multi_compile_fwdadd_fullshadows #include "HLSLSupport.cginc" #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal #include "TerrainEngine.cginc" #define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG# #define CURVEDWORLD_BEND_ID_#ID# //#define CURVEDWORLD_NORMAL_TRANSFORMATION_ON #include "../../../../Core/CurvedWorldTransform.cginc" sampler2D _MainTex; fixed _Cutoff; struct Input { float2 uv_MainTex; fixed4 color : COLOR; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color; o.Albedo = c.rgb; o.Alpha = c.a; clip (o.Alpha - _Cutoff); o.Alpha *= IN.color.a; } // vertex-to-fragment interpolation data struct v2f_surf { UNITY_POSITION(pos); float2 pack0 : TEXCOORD0; // _MainTex float3 worldNormal : TEXCOORD1; float3 worldPos : TEXCOORD2; fixed4 color : COLOR0; UNITY_LIGHTING_COORDS(3,4) UNITY_FOG_COORDS(5) UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; float4 _MainTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); WavingGrassVert (v); #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) #else CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) #endif #endif o.pos = UnityObjectToClipPos(v.vertex); o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos.xyz = worldPos; o.worldNormal = worldNormal; o.color = v.color; UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader return o; } // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); // prepare and unpack data Input surfIN; #ifdef FOG_COMBINED_WITH_TSPACE UNITY_EXTRACT_FOG_FROM_TSPACE(IN); #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); #else UNITY_EXTRACT_FOG(IN); #endif UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_MainTex.x = 1.0; surfIN.color.x = 1.0; surfIN.uv_MainTex = IN.pack0.xy; float3 worldPos = IN.worldPos.xyz; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif surfIN.color = IN.color; #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = IN.worldNormal; normalWorldVertex = IN.worldNormal; // call surface function surf (surfIN, o); UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) fixed4 c = 0; // Setup lighting environment UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; gi.light.color = _LightColor0.rgb; gi.light.dir = lightDir; gi.light.color *= atten; c += LightingLambert (o, gi); c.a = 0.0; UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog UNITY_OPAQUE_ALPHA(c.a); return c; } ENDCG } Pass { Name "ShadowCaster" Tags { "LIGHTMODE"="SHADOWCASTER" "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "SHADOWSUPPORT"="true" "RenderType"="CurvedWorld_Grass" "DisableBatching"="true" } Cull Off ColorMask RGB CGPROGRAM // compile directives #pragma vertex vert_surf #pragma fragment frag_surf #pragma multi_compile_instancing #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma multi_compile_shadowcaster #include "HLSLSupport.cginc" #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal #include "TerrainEngine.cginc" #define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG# #define CURVEDWORLD_BEND_ID_#ID# #include "../../../../Core/CurvedWorldTransform.cginc" sampler2D _MainTex; fixed _Cutoff; struct Input { float2 uv_MainTex; fixed4 color : COLOR; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color; o.Albedo = c.rgb; o.Alpha = c.a; clip (o.Alpha - _Cutoff); o.Alpha *= IN.color.a; } // vertex-to-fragment interpolation data struct v2f_surf { V2F_SHADOW_CASTER; float2 pack0 : TEXCOORD1; // _MainTex float3 worldPos : TEXCOORD2; fixed4 color : COLOR0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; float4 _MainTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); WavingGrassVert (v); CURVEDWORLD_TRANSFORM_VERTEX(v.vertex); o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos.xyz = worldPos; o.color = v.color; TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) return o; } // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); // prepare and unpack data Input surfIN; #ifdef FOG_COMBINED_WITH_TSPACE UNITY_EXTRACT_FOG_FROM_TSPACE(IN); #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); #else UNITY_EXTRACT_FOG(IN); #endif UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_MainTex.x = 1.0; surfIN.color.x = 1.0; surfIN.uv_MainTex = IN.pack0.xy; float3 worldPos = IN.worldPos.xyz; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif surfIN.color = IN.color; #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); // call surface function surf (surfIN, o); SHADOW_CASTER_FRAGMENT(IN) } ENDCG } } SubShader { LOD 200 Tags { "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "RenderType"="CurvedWorld_Grass" } Pass { Tags { "LIGHTMODE"="Vertex" "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "RenderType"="CurvedWorld_Grass" } Cull Off ColorMask RGB 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 // 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); } #define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG# #define CURVEDWORLD_BEND_ID_#ID# #include "../../../../Core/CurvedWorldTransform.cginc" // 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 { float3 pos : POSITION; float3 normal : NORMAL; half4 color : COLOR; 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); float4 vPosition = float4(IN.pos, 1); CURVEDWORLD_TRANSFORM_VERTEX(vPosition); IN.pos = vPosition.xyz; half4 color = IN.color; float3 eyePos = mul (UNITY_MATRIX_MV, float4(IN.pos,1)).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 + color.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, color, shininess, specColor); } color.rgb = lcolor.rgb; color.a = color.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; fixed _Cutoff; // 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 * IN.color; col *= 2; col.a = tex.a; // alpha test if (col.a <= _Cutoff) clip(-1); // fog #if USING_FOG col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog); #endif return col; } // texenvs //! TexEnv0: 02010103 01050004 [_MainTex] ENDCG } Pass { Tags { "LIGHTMODE"="VertexLM" "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "RenderType"="CurvedWorld_Opaque" } Cull Off ColorMask RGB CGPROGRAM #define FOG_LINEAR_KEYWORD_DECLARED 1 #define FOG_EXP_KEYWORD_DECLARED 1 #define FOG_EXP2_KEYWORD_DECLARED 1 #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_#BEND_NAME_BIG# #define CURVEDWORLD_BEND_ID_#ID# #include "../../../../Core/CurvedWorldTransform.cginc" float4 _MainTex_ST; struct appdata { float3 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); float4 vPosition = float4(IN.pos, 1); CURVEDWORLD_TRANSFORM_VERTEX(vPosition); IN.pos = vPosition.xyz; 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; 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); col.rgb = tex.rgb * bakedColor; col.a = 1.0f; #if USING_FOG col.rgb = lerp(unity_FogColor.rgb, col.rgb, IN.fog); #endif return col; } ENDCG } } Fallback Off }