ToriaAssets/Sources/Shaders/VertexLit.shader

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2026-05-19 12:20:15 +02:00
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Hidden/TerrainEngine/Details/Vertexlit" {
Properties {
_MainTex ("Main Texture", 2D) = "white" { }
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
fixed4 color : COLOR;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex); // * IN.color;
//clip(c.a - 0.3);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
SubShader {
Tags { "RenderType"="Opaque" }
Pass {
Tags { "LightMode" = "Vertex" }
ColorMaterial AmbientAndDiffuse
Lighting On
SetTexture [_MainTex] {
constantColor (1,1,1,1)
combine texture * primary DOUBLE, constant // UNITY_OPAQUE_ALPHA_FFP
}
}
Pass {
Tags { "LightMode" = "VertexLMRGBM" }
ColorMaterial AmbientAndDiffuse
BindChannels {
Bind "Vertex", vertex
Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
Bind "texcoord", texcoord1 // main uses 1st uv
}
SetTexture [unity_Lightmap] {
matrix [unity_LightmapMatrix]
combine texture * texture alpha DOUBLE
}
SetTexture [_MainTex] {
combine texture * previous QUAD, constant // UNITY_OPAQUE_ALPHA_FFP
}
}
}
Fallback "VertexLit"
}