317 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			317 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
//Shader "Hidden/Amazing Assets/Curved World/Nature/Terrain/#BEND_NAME_SMALL# #ID#/Details/Vertexlit" 
 | 
						|
Shader "Hidden/TerrainEngine/Details/Vertexlit" 
 | 
						|
 | 
						|
{
 | 
						|
Properties 
 | 
						|
{
 | 
						|
 _MainTex ("Main Texture", 2D) = "white" { }
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
SubShader 
 | 
						|
{
 | 
						|
    Tags { "RenderType"="CurvedWorld_Opaque" }
 | 
						|
    LOD 200
 | 
						|
 | 
						|
CGPROGRAM
 | 
						|
#pragma surface surf Lambert vertex:vert addshadow
 | 
						|
 | 
						|
 | 
						|
#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
 | 
						|
#define CURVEDWORLD_BEND_ID_#ID#
 | 
						|
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
 | 
						|
//#define CURVEDWORLD_NORMAL_TRANSFORMATION_ON
 | 
						|
#include "../../../../Core/CurvedWorldTransform.cginc" 
 | 
						|
 | 
						|
 | 
						|
sampler2D _MainTex;
 | 
						|
 | 
						|
struct Input 
 | 
						|
{
 | 
						|
    float2 uv_MainTex;
 | 
						|
    fixed4 color : COLOR;
 | 
						|
};
 | 
						|
 | 
						|
 | 
						|
void vert (inout appdata_full v, out Input o) 
 | 
						|
{
 | 
						|
    UNITY_INITIALIZE_OUTPUT(Input,o);
 | 
						|
 | 
						|
    #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
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
void surf (Input IN, inout SurfaceOutput o) 
 | 
						|
{
 | 
						|
    fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color;
 | 
						|
    o.Albedo = c.rgb;
 | 
						|
    o.Alpha = c.a;
 | 
						|
}
 | 
						|
 | 
						|
ENDCG
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
SubShader { 
 | 
						|
 Tags { "RenderType"="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))
 | 
						|
 | 
						|
// 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
 | 
						|
 | 
						|
 | 
						|
#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
 | 
						|
#define CURVEDWORLD_BEND_ID_#ID#
 | 
						|
#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 {
 | 
						|
  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;
 | 
						|
 | 
						|
// 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 = 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: 02010103 01060004 [_MainTex] [ffffffff]
 | 
						|
ENDCG
 | 
						|
 }
 | 
						|
 Pass {
 | 
						|
  Tags { "LIGHTMODE"="VertexLM" "RenderType"="CurvedWorld_Opaque" }
 | 
						|
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
 | 
						|
} |