102 lines
2.4 KiB
Plaintext
102 lines
2.4 KiB
Plaintext
Shader "BF/Models/Scene Floor"
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex ("Texture", 2D) = "white" {}
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { "RenderType"="Opaque" }
|
|
LOD 100
|
|
|
|
Pass
|
|
{
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
// make fog work
|
|
#pragma multi_compile_fog
|
|
#pragma multi_compile_fwdbase
|
|
|
|
#include "UnityCG.cginc"
|
|
#include "AutoLight.cginc"
|
|
#include "Lighting.cginc"
|
|
|
|
struct appdata
|
|
{
|
|
float4 vertex : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct v2f
|
|
{
|
|
float2 uv : TEXCOORD0;
|
|
UNITY_FOG_COORDS(1)
|
|
float4 pos : SV_POSITION;
|
|
SHADOW_COORDS(2)
|
|
};
|
|
|
|
sampler2D _MainTex;
|
|
float4 _MainTex_ST;
|
|
|
|
v2f vert (appdata v)
|
|
{
|
|
v2f o;
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
|
UNITY_TRANSFER_FOG(o,o.pos);
|
|
TRANSFER_SHADOW(o)
|
|
return o;
|
|
}
|
|
|
|
fixed4 frag (v2f i) : SV_Target
|
|
{
|
|
// sample the texture
|
|
fixed4 col = tex2D(_MainTex, i.uv);
|
|
// apply fog
|
|
UNITY_APPLY_FOG(i.fogCoord, col);
|
|
|
|
fixed shadow = SHADOW_ATTENUATION(i);
|
|
return col*shadow;
|
|
}
|
|
ENDCG
|
|
}
|
|
|
|
//shadow
|
|
Pass
|
|
{
|
|
Tags { "LightMode" = "ShadowCaster" }
|
|
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma target 2.0
|
|
#pragma multi_compile_shadowcaster
|
|
#pragma multi_compile_instancing
|
|
|
|
#include "UnityCG.cginc"
|
|
|
|
struct v2f
|
|
{
|
|
V2F_SHADOW_CASTER;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
v2f vert(appdata_base v)
|
|
{
|
|
v2f o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o);
|
|
return o;
|
|
}
|
|
|
|
float4 frag(v2f i) : SV_Target
|
|
{
|
|
SHADOW_CASTER_FRAGMENT(i)
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
}
|