ToriaAssets/Sources/Shaders/Unlit.shader

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2026-05-19 12:20:15 +02:00
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "TOZ/Object/TriProj/Local/Unlit" {
Properties {
_MainTex("Base (RGB)", 2D) = "white" {}
_Blend("Blending", Range (0.0, 0.5)) = 0.2
}
SubShader {
Tags { "RenderType" = "Opaque" "Queue" = "Geometry" }
LOD 100
Pass {
Name "BASE"
Tags { "LightMode" = "Always" }
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Blend;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float4 coord0 : TEXCOORD0;
float2 coord1 : TEXCOORD1;
float3 norm : TEXCOORD2;
UNITY_FOG_COORDS(3)
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.coord0.xy = (v.vertex.yz - _MainTex_ST.zw) * _MainTex_ST.xy;
o.coord0.zw = (v.vertex.xz - _MainTex_ST.zw) * _MainTex_ST.xy;
o.coord1.xy = (v.vertex.xy - _MainTex_ST.zw) * _MainTex_ST.xy;
fixed3 n = max(abs(v.normal) - _Blend, 0);
o.norm = n / (n.x + n.y + n.z).xxx;
UNITY_TRANSFER_FOG(o, o.pos);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed4 cz = tex2D(_MainTex, i.coord0.xy) * i.norm.xxxx;
fixed4 cy = tex2D(_MainTex, i.coord0.zw) * i.norm.yyyy;
fixed4 cx = tex2D(_MainTex, i.coord1.xy) * i.norm.zzzz;
fixed4 col = cz + cy + cx;
UNITY_APPLY_FOG(i.fogCoord, col);
UNITY_OPAQUE_ALPHA(col.a);
return col;
}
ENDCG
}
}
Fallback "Unlit/Texture"
}