c1_unity/Assets/arts/shaders/models/static_lightmap.shader
2023-04-03 11:04:31 +08:00

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3.1 KiB
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "BF/Models/StaticLightmap"
{
Properties
{
[Gamma]_albedo("albedo", 2D) = "white" {}
_main_color("main_color", Color) = (1,1,1,1)
_lightmap("lightmap", 2D) = "black" {}
_light("light", Range( 1 , 5)) = 1
_dark("dark", Range( 0 , 1)) = 0
_gray("gray", Range( 0 , 2)) = 1
_fog_color("fog_color", Color) = (0,0,0,0)
_fog_range("fog_range", Float) = 1
_fog_density("fog_density", Float) = 100
[HideInInspector] _texcoord2( "", 2D ) = "white" {}
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
Blend Off
Cull Back
ColorMask RGBA
ZWrite On
ZTest LEqual
Offset 0 , 0
Pass
{
Name "Unlit"
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 texcoord1 : TEXCOORD1;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
};
uniform sampler2D _lightmap;
uniform float4 _lightmap_ST;
uniform float _gray;
uniform float _light;
uniform float _dark;
uniform float4 _main_color;
uniform sampler2D _albedo;
uniform float4 _albedo_ST;
uniform float4 _fog_color;
uniform float _fog_range;
uniform float _fog_density;
v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.texcoord1.xyz = worldPos;
o.texcoord.xy = v.texcoord1.xy;
o.texcoord.zw = v.texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.texcoord1.w = 0;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float2 uv_lightmap = i.texcoord.xy * _lightmap_ST.xy + _lightmap_ST.zw;
float4 ligthMapColor = tex2D(_lightmap, uv_lightmap);
float4 temp_cast = (-1.0).xxxx;
float4 lerpLightColor = lerp((ligthMapColor * (ligthMapColor * _gray) * _light) , temp_cast , _dark);
float2 uv_albedo = i.texcoord.zw * _albedo_ST.xy + _albedo_ST.zw;
float3 worldPos = i.texcoord1.xyz;
float clampFog = clamp(((worldPos.z - _fog_range) / (_fog_density - _fog_range)), 0, 1);
float4 result = lerp((lerpLightColor * (_main_color * tex2D(_albedo, uv_albedo))), _fog_color, clampFog);
return result;
}
ENDCG
}
}
}